@your post on the CC
I agree with much of what was mentioned. While I don’t necessarily aim to provide a list of grievances, there are several things I’d like to see done to the class tree. Note that this isn’t really aimed at damage/throughput, but rather towards utility and defensives. In short, I’d like for there to be [more] choices for utility(personal/group) along with further increases to our survivability and defensive capabilities. I like to provide some visuals for clarity/support. Below, one can find certain suggestions for this very purpose.
Import code for TalentTreeManager(TTM)
For anyone who wants to look at the suggestions as part of the class tree, feel free to install TalentTreeManager, and import the code in the link into TTM.
Some highlights:
- Moved some talents around and adjusted pathing in some areas.
- Some multi-point talents have had their effects adjusted, and are now 1-point talents.
- Some talents, such as Binding Shackles and Improved Traps, have either been removed or baked into other talents.
- Snake Trap has returned as a talent-based ability. There’s also a tangent path with a separate ability that allow you to modify your Snake Trap.
- Trap Mastery is a new talent that has replaced Improved Traps, and also provides additional enhancements to certain traps.
- New choice node in the second bracket, where returned talents/abilities; Iron Hawk and Aspect of the Fox can be found. Both have been slightly altered. Ex. Aspect of the Fox has had it’s shared cooldown increased from 8 sec, up to 45 sec. This to prevent class stacking to a certain degree.
- And more…
Edit:
The path between talents; Natural Mending & the choice node Lone Survivor/Nature’s Endurance has been removed. Reason: Makes no sense for one to bypass the base talent(SotF) which the choice node is meant to improve on.
Image of the layout: