I’m so tired of games making me engage with systems that boil down to:
I was going to type up a whole analysis of the item system in Deadlock but this is really what it boils down to. they:
don’t get me wrong - I really really like Deadlock. I think (or at least hope) it’s going to change how both MOBAs and hero shooters work from now on
but the item system feels like Valve prioritizing the sweaty hyper-competitive players over everyone else, and sabotaging the new player experience in the process. I’m sure it raises the skill ceiling but it also raises the skill floor and I think it’s much more worthwhile to have a low skill floor than a high skill ceiling
I think a big part of why I don’t like RPGs is because these marginal improvements don’t feel good to me, and the RPG genre seems to give rewards almost exclusively in the form of marginal improvements like this (or in the form of some kind of currency that can be exchanged for a marginal improvement, but that’s basically the same thing)
@kasdeya I prefer games where these ability rewards are virtually incidental. If I don't care about them, I can ignore them and still completely enjoy the game. (The ability system in GTA V comes to mind.)
@kasdeya Yah. A lot of the reason I don't play games with big skill trees et al is that I don't like the management. The one in the 2013 Tomb Raider game was very nearly perfect. It was largely unchanged in Rise Of The Tomb Raider but then they made it a lot more complicated in Shadow Of The Tomb Raider. (Well, that one has other problems, too.)
@kasdeya Yeah, as much as I generally enjoy OWRPGs (JRPGs much less so), too many of them fall into this trap. The Assassin's Creed games are the absolute worst for this, as you can end up with literally hundreds of skill points. Shadows improved this a bit since the nightmare that was Valhalla, but it still had a bunch of filler % boost skills, as you mentioned in your OP.
The original Horizon: Zero Dawn had a pretty decent skill tree. It had the same number of major points as the AC games (40-50), but most of them followed a much simpler theme: instead of % boosts, most unlocked slightly more advanced and useful skills. Nock two arrows instead of one, and then three. Aim and fire while on slack lines. Critical hit larger machines.
But ... then Horizon: Forbidden West came along and threw away all that simplicity. Not only did they explode the skill tree into the hundreds, but the actual utility skills were fewer. Most became just % boost "line go up" skills.
@kasdeya I miss games like Final Fantasy Tactics Advanced where you earned entirely new ways to play as classes and abilities are unlocked.