[Suggestion][.75] Warrior traits split into several smaller trees

The path specific trait trees are all very deep (as opposed to the general trait trees) and I find that it limits player choice when shaping out your champions to the point that most champions of a given path end up with almost identical traits. I believe dividing the traits into several smaller trait trees would add more interesting choices and incentive to specialize each champion.

The trait trees are laid out in a 5x8 grid so there should be room for several smaller trees with a maximum depth of 4 (with a small dividing line similar to the one used for general traits separating each set of smaller trees).

As an example, I've taken the warrior traits from v0.75 and divided them into 5 smaller trees:


Left side:

{Muscle} - {Expert Bruiser} - {Master Bruiser} - {Decimate}

             \ {Expert Axeman} - {Master Axeman} - {Sweep}

 

{Discipline} - {Expert Spearman} - {Master Spearman} - {Blade Rush}

                 \ {Expert Swordsman} - {Master Swordsman} - {Parry}

 

{Dragon Slayer}

Right side:

{Lethal I} - {Lethal II} - {Lethal III} - {Pack Tactics}

               \ {Brute}      \ {Enmity}     \ {Bloodthirsty}

 

{Reap I} - {Reap II} - {Reap III} - {Uncontrolled Rage}

              \ {Rage}    \ {Reckless}


If any given trait is considered particularly powerful then a level requirement can be added to it for balance (as is already done for some spell and mage traits).

 

 

 

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Reply #1 Top

Yeah, that is exactly how the warrior tree should work.

 

Following your example the mage tree could work like this:

Compassion > Summon Wisp > Summon Lightbringer          Prodigy (+ 15) > Dispel Magic (tactical) > Mana Shield

Aeromancy (- 25 % mana cost) > Summon Air Elemental          Geomancy (- 25 % mana cost) > Summon Earth Elemental

Hydromancy (- 25 % mana cost) > Summon Ice Elemental            Pyromancy (- 25 % mana cost) > Summon Fire Elemental

Summon Familiar > Summon I (+ 2) > Summon Grave Elemental > Summon II (+ 2) > Summon Elemental Horde (tactical)

Evoker I (+ 25 % damage) > Attunement (+ 2 mana per turn) > Mana Blast > Evoker II (+ 25 % damage) > Savant

 

And the assassin tree could work like this:

Dodge I (+ 15) > Fast (+ 2) > Shadow Shift > Dodge II (+ 15)

Precision (+ 15) > True Strike > Shadow Strike (50 %) > Break

Vital Strike I (+ 10 / + 25 %) > Eviscerate > Vital Strike II (+ 10 / + 25 %)

Hobble (- 2 Movement for 3 turns) > Executioner (+ 10) > Bleed (- 3 hp per action, passive like poison)

Ambush I (+ 5 attack during the first turn) > Rain of Arrows > Ambush II (+ 5 attack during the first turn)