Gaiff
SBI’s Resident Gaslighter
The only reason they exist is to stop the player from getting too powerful too quickly, so they gate the abilities you want behind levels and skill points.
I'm replaying a melee build in Cyberpunk, a cyber samurai if you will. I invested ability points in body to enhance my health regen and then wanted to invest more points for more melee damage which is what body is supposed to be...imagine my surprise when I saw that the skill I want is a tier 2 skill in another tree, the Reflexes one. Now I have to dump points in Reflexes too.
I don't get why this is still a thing. It's infuriating how they sometimes keep awesome abilities behind shit-tier ones you don't even want or will ever use. I understand when the abilities are related or if one is an extension/evolution of a previous one and its predecessor is needed. This makes perfect sense. Say you got a skill that allows you to zoom in with a scope and unlocking it also unlocks a skill that causes enemies to slow down while zooming in. The synergy and progress make perfect sense. But in some games, you need to choose a skill that allows you to pick up plants faster to unlock one that makes you more resistant to stun. WTF is the relation there?
And the Cyberpunk example isn't even the most egregious ones. At least body and reflexes synergize so you're not completely wasting your points.
The concept as a whole isn't terrible but it's more often than not lazily executed with a mishmash of unrelated skills and abilities. Just make it so that everything in a given tree is something the playstyle it's tailored to might become better as a result of picking the perks in the aforementioned tree.
/endrant
I'm replaying a melee build in Cyberpunk, a cyber samurai if you will. I invested ability points in body to enhance my health regen and then wanted to invest more points for more melee damage which is what body is supposed to be...imagine my surprise when I saw that the skill I want is a tier 2 skill in another tree, the Reflexes one. Now I have to dump points in Reflexes too.
I don't get why this is still a thing. It's infuriating how they sometimes keep awesome abilities behind shit-tier ones you don't even want or will ever use. I understand when the abilities are related or if one is an extension/evolution of a previous one and its predecessor is needed. This makes perfect sense. Say you got a skill that allows you to zoom in with a scope and unlocking it also unlocks a skill that causes enemies to slow down while zooming in. The synergy and progress make perfect sense. But in some games, you need to choose a skill that allows you to pick up plants faster to unlock one that makes you more resistant to stun. WTF is the relation there?
And the Cyberpunk example isn't even the most egregious ones. At least body and reflexes synergize so you're not completely wasting your points.
The concept as a whole isn't terrible but it's more often than not lazily executed with a mishmash of unrelated skills and abilities. Just make it so that everything in a given tree is something the playstyle it's tailored to might become better as a result of picking the perks in the aforementioned tree.
/endrant