Full Release Update Patch Notes (Discussion Thread) (Part 2)

when has that stopped me before

I know this is gonna sound outrageous, but hear me out. If these are like really common, could we not remove default skills from weapons altogether ? Like, we’d keep em on the old dagger you get by default, as well as the rare skills on the weapons that gem em, but I feel like that’d make much more sense, namely lore wise. Depending on how that concept evolves in the next few days, that might be the topic of my next suggestion

Please word this better.
Do you mean instead of removing the skills from the weapon to change them around, you just replace them using skill notes?
Or are you implying you want to… remove the entire point of the skill note system…

apologies for the poor phrasing, I meant that, when getting a weapon, you don’t get any default skill on it except for its signature one

We should get Lost and Ancient tomes with rarer skills that can be put on any tool.

Anyways, i guess this works, Spirit Walk and Wall are saved! (also helps a ton for spirit, because now you dont need to farm 18213023821 bosses for all the skills; which should work really nicely for new players)

more unique base rites/skills that you can only get from finding tomes would be neat ngl

thank you for clarifying, but this would probably be nothing but a nerf to weapon builds, as you’d have to rely on way more RNG than you already have to just to get skills.

yeah, i think the tomes work as a supliment for if you cant get the item that has it. It ā€œmakes senseā€, but I’d prefer to just get usable items, which might also help for new players (seriously, theres like 40+ weapon skills, thats a 1/40 for a skill you can use on your weapon).

Well, it would definitely be a nerf, but the point would be to encourage players to experiment with more varied loadouts early on, as I think that a max level would most likely have gotten 1 of every skill, and if not, they’d be extremely cheap in AH

Tbh I do agree it’s good for spirit weapons but not for weapons
You get tons of generic weapons from chests, none of which are special, so if you disarm them, it should already be plenty of skill notes
I also think that getting the tomes by breaking bookshelves shouldn’t be a thing because we’ll be recreating the burning of library of Alexandria if it stays

I LOVE ARSON!!!

It’ll literally be just unnecessary bloat though, if every 5th bookshelf gives you a tome, in a library that’s gotta be at least 12, 60 skill notes total, completely unnecessary for skills found on common weapons

P gale is such a neat skill, I need 1000 copies of it

Let just say, that skeleton on the ground may have thought if something similar (he can read minds)

why don’t they give weapons and spirit weapons categories in the info ui like magic and strength do and instead of needing skill notes or whatever for basic attacks you can just equip them from there like how the magic section shows multiple magic slots and you can customize the spells for each, in a weapons tab it would show all your equipped weapons and you would be able to select compatible skills from there, and for rare skills like colossal cleave for example you can disarm the skill from a weapon from that ui which converts the skill into a weapon skill scroll that just like magic and strength scrolls shows you any compatible equipped weapons alongside the level requirement to apply the scroll

uh…
dude…

yes this is what i meant but i think the skill notes are unnecessary and make weapons less intuitive to use than magic

weapons and spirit work differently from magic and strength and thats going to stay that way, womp womp.

I agree, but not because of skill notes, because you can’t adjust them.

I think adjusting magic and strength abilities is still unfair though, because you can rack up Attack Size and then get a load of extra damage by lowering the size.
Gotta at least make it so that you can lower damage for speed and speed for size, right?

Or change it to work on an investment system where you have a limited amount of points for each spell, by default scaled evenly, and you can remove and add to all three aspects.

?

Wasn’t this literally a recent addition?

I swear you disarm and rearm weapons in the info UI now.

yes but regarding how skill notes make weapons feel less intuitive than magic. Which makes zero sense because without ability customization it’d be… actually less?