Wolcen: Lords of Mayhem - Passive Skill Tree Preview

Myrthos

Cave Canem
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August 30, 2006
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11,223
With content patch 1 for Wolcen, being made available in two weeks, more depth is added to the passive skill tree.

We want the Passive Skill Tree to allow several options:


  • Make a straight-forward archetype by following conspicuous paths
  • Refine passive skills according to your attacks and spells (and their modifiers)
  • Build around itemization and unique items (more advanced)
Therefore, we keep these 3 elements in mind when we design something for the Passive Skill Tree, Active Skill Tree, or even Unique items. It's very important for us to have synergy between all of this to bring depth and interest to the game.

One of the most important and tricky things is to allow various kinds of builds to travel through most of the themed section without feeling they "wasted points". We also want you to make choices and don't feel forced to take certain paths, even if there will be very powerful nodes for some build types.

For instance, if I want to build a character based on daggers and toxic ailment, I can either choose to focus on the rogue-themed sections and have something that works well, or explore the Cabalist section and specialize the character into ailment damage and application.
More information.
 
Joined
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