![]() ![]() We realize our skill trees are 100% active skills. You’ll say “OK I've got three skill trees to pick from and arrange my build around.” So you’ll use your same skill points, and it'll just be a third tree on your character right off the bat when you start the game. What we're doing is we're making it so now you pick your relic when you create your character, and we're taking the relic skill tree and making it exactly like the other skill trees. ![]() The one after that is going to be the big relic skill rework. The big content dump we're doing right now is the endless dungeon. So the first impression for everyone that fired up the game and played for a couple hours was “I've got these 2 meager skill trees this is a step back.” And sure enough, people that play 8 to 10 hours say, “OK, now I'm starting to understand how these things factor into my build.” But a lot of people don’t even get that far in before they’ve rendered their judgement. The problem was that you didn't see those latter two until you were a few hours in the gameplay. In aggregate all three of those systems make a bigger, deeper skill system than we've ever done before. The last one was the over 100 different skills you can choose by breaking down your legendary items with the legendarium. One was the skills you get from picking your relic, which each relic has its own skill tree. What we did was we took our skill system and split it into three different venues. So like I said with the fishing issue, we want to one up everything. They’re smaller than they were in Torchlight 2, where you had three skill trees and they were longer. When you fire up the game and just look at it, we have two skill trees. Max Schaefer: The most useful feedback that we've gotten has been how we fumbled the way that we’ve presented our skill system. What is the most useful piece of feedback you have gotten that you plan to implement or that you have already implemented? You’ve had a lot of community feedback during this early access period. ![]()
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