Armor Passive Tree implementation idea

This is a general idea that I will try to update every now and then. This will take a lot of time to be implemented in game, so feel free to add your own thoughts in the comments as well.

The idea is to create a separate tree for armor loadouts in an attempt to create a class system without removing the option to wear any armor type you like. Instead you will receive 1 armor skill point every 5 levels that you can invest in the armor tree.

The examples below are nowhere near balanced. Some trees and numbers need to be adjusted or scrapped altogether. They are just examples

Heavy armor loadout

Marauder

Battlemage

Engineer

Paladin

Medium armor loadout

Barbarian

Ranger

Elementalist

Cleric

Light Armor

Assassin

Magus

Sniper

Priest

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WoW! Dude, you did amazing job!

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Something like this is very good, you have to add it and remove all the defensive PERK that you find in attributes, passive weapon talents, weapons (items)… that way they achieve something similar to a balance once and for all

That’s what I had in mind. Having the ability to use the same perks on all armors with every weapon is hard to balance

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Not difficult, it’s impossible, it’s a tangle of combinations. That with the slightest change you make (modify a weapon, add a weapon, modify a game mode, add a game mode…) you will have to take into account the almost infinite combination of defensive PERKS that are scattered throughout the game.

That the defense and the defense PERKS are in a single ordered place, is the best they can do.

can you upload your flow chart with a full view? its very annoying and distracts when you break it like that. You should consider separate flow charts in the future, the readability is bad.

In regards to the flow charts i am against all of these damage related buffs. While i think the thinking of an armor mastery type option is interesting, It should not advocate specifically for damage buffs as that complicates the balance of the game. All these perks, buffs and so on makes it extremely complex to balance which means balance is less out of the hands of the designers, or at the least more work.

I have advocated for such systems in new world, specifically with an interaction with attributes. I think armor buffs should shift based on attribute placement.

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