Skill Tree Feedback Thread
There's a lot of general feedback surrounding the skill tree, often not specific enough to warrant their own actionable tickets. However, rather than delete them all, I am merging them into this thread, to give players a place to express their feedback.
-Toast
Comments: 180
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27 Jan, '24
Spartak MergedHighlighted comment
We uncovered half of the map with my friend and we reached level 25. What is the point of further progression now? We see no reason to fight at all now and the game feels empty. -
25 Jan, '24
Mars MergedSkills need to be more important... for example Barbarian should have a point where you can carry 2 weapons. Wizards could unlock different spells the more you skill there. Tank could unlock special shields. Of course there are still many possibilities there.
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26 Jan, '24
Scarletwing MergedThe design of skills feels incomplete; for example, abilities like double jump could be more versatile, akin to a grappling hook, as an essential exploration utility. Many class directions lack clarity regarding their advantages and specialties, resulting in the most useful skill points being health-related in this early access phase.
The weapon level system is perhaps the aspect I dislike the most. Weapon level determines damage, not weapon rarities. As a result, any high-level weapon can easily outperform hard-to-find low-level legendary weapons. This design forces players to exploit the system to grind for the weapons they want and devalues low-level, high-rarity weapons. It feels like a typical MMO bs design. -
26 Jan, '24
Igor MergedEnjoying game a lot, but it would be fun to see some more of skills - bigger tree.
As I've checked there are still a lot of possibilities of what could be added. -
26 Jan, '24
Rinku Mergedi like the skill tree as it is. but it doesn't take long to cap out on one specific class. I'm not saying it shouldn't be that way. i just want a bigger skill tree incase people want to dive deep into that ONE specific thing. this does mean level cap would need to be increased but that shouldn't be to bad. specifically if life skills are added like one person suggested
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26 Jan, '24
Andrew MergedI would recommend having a larger more detailed skill tree without changing the current concept with the roles.
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26 Jan, '24
Josh MergedA slight rework of the Skill Tree making some paths more viable/ worth progressing such as the Wizard, Battlemage, Beastmaster etc would really open up new play styles and could fit well with specialized class weapons or other class-centric gameplay mechanics.
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27 Jan, '24
Hyuldia MergedSome skills added to make one-handed weapons stronger if you don't use a shield, perhaps some other combos too ?
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27 Jan, '24
Pinz MergedI would like to have a skill tree balance to be able to have all weapons as strong as eachother
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27 Jan, '24
Finn Gajek MergedI know this is something u guys said you were working on already but something got to happen to the skill tree. Enshrouded is a good game when played solo but in a group its even better .. but thats the point where it failes at the moment because there is no reason to do something in a group. It would be way better if people had to choose a path or something at level 5-10 so they would be locked on those for now ( respec should still be an option but more expensive). At the moment everyone who has all skill points unlocked can be a tank , healer , dd at the same time. For solo players thats a great thing but it destroys the group work because there are no dedicated roles.
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27 Jan, '24
Voeltz MergedAfter building straight up the Barbarian Tree and using Two Handed for most of my playthrough so far, I find it to be extremely weak and inconsistent. The entire Tree is focused around the Overpower and Parry mechanics which are both difficult to trigger since most enemies will not block long enough to be Overpowered or block at all. I've never even seen the Shockwave talent proc, not a single time. Also, timing a parry is hard considering all the varieties of attack patterns enemies have. After respecing into the Warrior path and using a one handed sword the damage output is significantly higher and can be seen on every attack, even with a lower level weapon that isn't upgraded.
My suggestion:
Change the Overpower talents to trigger off critical hits
Shockwave - Either make it an Active ability with a short cooldown or have it trigger off critical hits
Heavy Specialization - Increase attack speed on ALL 2 handers, not just hammers. -
27 Jan, '24
Hunab Merged1.- more materials cause it seems EA only gets into bronce age, maybe steel, tempered, silver, gold, adamant, orichalcum, mithril, starmetal
2.- hope to see an increase in the size of skill tree with coming updates and new combat skills added more than jusr mote mana more hp more stamina focused
3.-when i mean less ranged focused i mean the drops in chest are most wands staffs bows its super hard tonget armor for melees, we need a better rng for melee equipment
4.- hope to see biomes like snow, swamps that make you slow, volcanos, underground citys (moria style) and some water fot the sake of god maybe underwater stuff, temples, diving, fishing, diving, and more wheater changes like sandstorm in deserts, rain, snow
5.- Dual wielding and greatswords
PD: its an amazing game even with some flaws and bugs youve done a master piece keep the good work -
28 Jan, '24
SaberWolf MergedCreate a grenadier class, throwing bombs further, grenade launcher and setting bomb traps etc.
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28 Jan, '24
Jeoza MergedIncrease the level cap to around 35 with a new zone with lvl 40 mobs and a whole new gear farm, bosses and resources
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28 Jan, '24
LifeisReal System Merged"More skills" (suggested by <Hidden> on 2024-01-26), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Jan, '24
LifeisReal System Merged"Better Skill tree" (suggested by <Hidden> on 2024-01-26), including upvotes (1) and comments (0), was merged into this suggestion.
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28 Jan, '24
MaFa MergedMore levels and an expanded skill tree would be great. In the current state, the game goes up to level 25, which is quite limited. We could add levels up to 200 or even without limits.
As for the skill tree, it could be more extensive, including classes, origins, and subclasses. For example, in the MAGIC path, we could have classes like wizard, support, shaman, necromancer, sorcerer, and more. This way, with higher levels, players could belong to more than one class, as the level 25 limit restricts character choices significantly. The more choices players have, the more playstyles and classes there are, enhancing gameplay and strategies, making everything even more enjoyable. -
28 Jan, '24
Liam H. Merged25 seems okay for what's available in the game already but I would like to see an expanded player level range on full release. I suppose that comes with increasing the skill tree but. I would like to not be max level before even completing the first third of the game. More progression would be awesome.
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28 Jan, '24
Pinkiesbrain MergedI think the skilltree is very "quickdrawed" It is functional but I think it should be redone completely. With deeper, more and more meaningful skills. It must not be huge but at the moment I although I respecc every now and then- I do not really care about my skillstree decisions.
That being said: I like the base idea of the skill tree regarding mixing classes and so on. -
29 Jan, '24
Nebukanezar MergedI agree. Each branch should go deeper so there is less homogenization of classes due to how many skill points you can obtain. It is great to branch out some, but more choices will always be better.
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30 Jan, '24
inbinceableI don't see the jump attack as OP.... You use it to AOE and knockback nearby enemies. It doesn't do enough damage to kill anyone in 1 shot, if your using Nemesis, your pulling all aggro to you... you NEED to be able to spam that. Its "cooldown" on its use is already mitigated based on your stamina as each use lowers your overall stamina. If you spam it without having enough stamina regen you will run out same if you are also using evasion attack/dodging and sprinting.
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30 Jan, '24
Oli MergedCan we please have a summoner class and weapon? I saw summoning staff and really got my hopes up intil I noticed what it actually was. a book/staff that summons allies to fight for you would be really fun IMO. There could be a class tree too with abilities like "When you kill an enemy you have a chance to summon a skeleton to fight for you" for example.
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30 Jan, '24
Sebastian MergedThe current skill tree is okish for early access. But deciding against double jump or better mining for combat and vice versa feels unnecessarily punishing in early game. I would propse leveling both at the same time with 2 skill trees would be a more positive approach.
This would mean getting 2 skill points 1 for combat and 1 out of combat which can be spent on skills in their different trees.
Maybe going blacksmith tank, ranger woodcutter or alchemist mage can have some impact on both skill trees.
For example bit more defensives, Faster arrows or chance to not spend spell charges.
A lot can be done here in general. But limiting the player to focus on combat or the few quality of life talents like double jump or better mining feels weird. This may even results in people swapping talents each time before they gather materials and explore or go fighting. -
30 Jan, '24
Ant MergedMore diverse classes would be nice, more multiclass potential. Could really go nuts with whatever classes and subclasses you'd want to add.
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30 Jan, '24
Grubtick MergedAllow players to add exp to certain skills in the tree to empower or level them increasing the over all effectiveness.
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31 Jan, '24
MrFluff MergedHaving different skills trees with different point systems, such as Combat and Survival.
Combat Skill tree that allows for more combat varieties of skills and bonuses. like maybe being able to use your grapple hook in combat, able to gather arrows used, more uses of orbs and overpower. You gain these points through combat xp.
Survival Skill Tree that gives player gathering bonuses for mining and gathering, movement bonuses, food buff bonuses, farming etc. Gain these points from actively gathering and mining and finding new areas. -
31 Jan, '24
MarcusAnyone who is skilled and experienced in Soulslike games will think the jump attack is to OP as it is.
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31 Jan, '24
Mr5trl MergedThe distinction between two-handed weapons and one-handed weapons is not clear enough, and the blocking function of two-handed weapons is rarely used and ineffective.
Changing the block of two-handed weapons to heavy hits can increase the power and characteristics of two-handed weapons, such as more stun values or knockback effects, and also allows players to have more combat options. -
31 Jan, '24
Mr5trl MergedArchers and mages both use bullet-type weapons, and the distinction between professions is not obvious. Moreover, the arrow-making process for archers is very time-consuming, while mages have eternal bullets, which can make archers feel unfair and uninteresting.
Add a mechanism for archers to recover arrows in monster trophies, or a talent that has a probability of not consuming arrows.
The archer can stand still and be unable to move in exchange for the ability to shoot quickly to increase output capability, or continuously shooting a certain part can create a new weak point to increase functionality.
I hope that mages can have more diverse attack methods or auxiliary methods, cast some spells that increase or decrease effects, or be able to set up magic traps in the style of magic circles. -
31 Jan, '24
AvatarThis warrants a larger breakdown on every skill in the game.
Some skills need to be moved around, some need to buffed, some need to be nerfed (looking at you, Water Aura and your upgrade). It's hard to dispute that Beastmaster in particular sounds like fun but not worth investing skill points in at all.
Weirdly, the ranger tree even has an unusual criss-cross (up near Bee Sting) that only serves to make calculating where your skills are going to go harder to read - that kind of crap has to stop. -
31 Jan, '24
Ron MergedI feel each Class tree should have skills you can use kind a like the e ability button but more in depth. I feel like we should get skills to use not just spells and blink and things like that. The Classes should feel like you are playing an assassin or a ranger with special abilities. I feel we need the beast master tree to have pets you tame and fight a long side you. You already have them with the enemies having pet wolves that fight along side them. I think the necromancer wisp is a cool concept but I feel we need more of a pet class for it and some essence drain for mana and life steal. I just feel like if we had actual skills like 3 to 6 per tree that we could equip on a skill bar separate from our current hot bars it would make the game feel more like you are a certain class. I feel the options we have are a good starting point but we need to make the skill trees more specialized with skills. I want skills with their own skill bar.
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31 Jan, '24
albertdiamante08@gmail.com MergedDouble Jump and Updraft should be unlocked via player level instead of using up skill points.
Level 5: Double Jump is unlocked automatically.
Level 10: Updraft unlocked automatically. -
31 Jan, '24
Mordarim MergedHello, i am a vivid fan of the game and put a ton of time into it. But 2h weapons just feel awful to play. In part because of missing super armor/poise, ways to regen HP without magic, perks that mitigate dmg while attacking, missing benefits for str stacking similar to int and ultimately the bad moveset. An overhead slam attack makes 0 sense for a weapon like this and seems just odd to me. I would like to see the moveset completely changed to something similar to the great weapons in souls like games. Huge range, high amounts of stagger dmg and sweaping attacks are what most use.
Suggestions for new perks to improve the weapon type:
Poise based on consitution
Health regen based on Endurance similar to water aura just more selfisch
AoE dmg around the source of impact based on str
A chain pull to pull in ranged foes
A net for the dex side to root enemies
An endure perk to make you survive with 1 health for x seconds
daggers that fly at enemies with its dmg based around dex -
31 Jan, '24
Rhodius666 MergedI would like to make a suggestion how about hand to hand combat like a monk skill tree
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01 Feb, '24
lol Mergedremove survivor skill tree, and make it character basic ability the more they leveled up.
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01 Feb, '24
Velandril MergedNeed better Skills. There are a lot of things that don't really work or make sense. You have bows that give Mana leech yet no bow skill uses mana. If we could have a skill that uses the mana like an arcane shot or something that would be great. Melee skills that would give you elemental attacks would be awesome as well.
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01 Feb, '24
Derogar MergedAs a part of the green skill tree, you could add alertness. Today, carrying a bow, you will detect enemies very early. This is a very useful "perk", and might belong as a part of a skill tree.
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01 Feb, '24
Todd MergedBring further balance to "class" disparity by enhancing the power levels of both melee class options as well as ranged combat class options to be closer to that of wand/spell staff usage. At this time in early access, with the available items and skills, "mages" are incredibly versatile and capable of dealing massive amounts of single target and group damage. Grinding down the durability of weapons and shields to take down rooms of opponents a spellcaster can clear with a single spell is extremely unfun. Stocking up thousands of arrows and filling your inventory with items in order to produce a fraction of the damage of an icebolt or fireball feels as if you're putting in triple or quadruple the effort to achieve the same outcome as a mage.
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01 Feb, '24
JihakuEndgame wise, the beserker skill tree perks (at the end) are quite strong, and jump attack is less so.
I think the issue here is the strength of these nodes are weaker/stronger at different points in the game, making them seem op, or useless. there ARE perks that become a problem like Martyr, because its useless for a lone player and holds the int node hostage ( the one that improves with fire shrine level) - but other skills simply have efficacy issues before they balance out at endgame. This has been my observation, and I do play a lot of these kinds of game. -
01 Feb, '24
Add Chef Next MergedAdd the skill in the Trickster branch to project a clone of yourself if you hold the attack button, or hold block then press attack, costs mp. OR ability to craft throwable distractions! Or both!
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01 Feb, '24
Pef MergedBrawler Class, with battle gauntlets and special combos (like timing perfect to increase damages), near the athlete skill tree, a high movement DPS
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01 Feb, '24
VaRiDeX MergedI agree with this statement. I always play Tank, but I can literally spec tank and have water aura at the same time and My Buddy who always plays Healer also has water aura and it stacks. There is currently no reason to not have water aura even if I'm not building INT. Having a Healing DOT on Me at all times is better than speccing Health Regen on Armor. Another thing with how the Skills work currently is Beast Master currently IMO is terrible and so is Athlete, now some of the parts of the tree are great, but other than that I fail to see the point of a 4 food slot when Meat/Veg/Fruit and Sweets are the only options and They don't stack anyway. Maybe allowing two meats to stack as part of it would be huge. I think currently Barb 2hand, Tank Sword and Board are currently too close to each other and play too similarly. As does DPS Magic user and healer causing the Healer to usually just do a ton of Magic damage and the tank to spec in Barb. Redo/Expanding the skill tree would be great.
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01 Feb, '24
Pwnanite MergedI assume this is already understood and intended, but I wholeheartedly agree that 25 is far too few.
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02 Feb, '24
Josep ThomasYea the evasive strike feels like it should be a yellow skill because I didn’t want to invest some points in tank to get the out of place skills skills so I had
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02 Feb, '24
Ivo MergedI would also like to point out that the survivability of the Barbarian is low. The first thing that it's necessary it's to understand the class, is it a Tank, a Bruiser, or a DPS? The mage and archer trees have good DPS but lacks damage resistance but this is ok because they have range. For a Barbarian it's necessary to get close, your DPS is not that great and you also don't have resistance so in the late game you are one-shot pretty often. If a Two-handed weapon deals less DPS than a sword from the same level something is wrong.
I would not go for increased attack speed but raw damage output, making the weapon Heavy and meaningful at each swing. -
02 Feb, '24
Pifge MergedSkill Leveling System:
Introduce a skill leveling system with a cap of 1000. This would offer progressive benefits such as increased speed, improved loot rates, and heightened chances for rare drops or better block chance , ...
By incorporating this feature, players can experience a more engaging and rewarding journey as they invest time and effort into skill development. It adds depth to character progression and encourages long-term commitment.
Thank you for your consideration. I look forward to the continued evolution of Enshrouded. -
03 Feb, '24
weinerwizard MergedGreetings,
My suggestion is to add skills that allow for more flexibility and diversity in how you play. For example Wizard skills are too linear (eg: Get fire staff, take fire skills). End game you just take all the +Fire, punch stun, then healing, and QoL (Double Jump, Updraft etc.) and then just use Acid Bite anyway (lol).
I was trying to get creative and really couldn't get anything interesting to work. I wanted to take +Fire skills, but then also go into 1h weapon damage and use a Torch as a weapon with a shield. I think allowing the skill trees to interact better with each other would allow for much more interesting class development. Melee skills need a rework, the class is close combat and needs AOE stuns, fear, bleeds, executes etc. Ranger is pretty good but Beastmaster would be better suited to summoning/taming animals. The end game Melee gear is called "Paladin", but there aren't any holy abilities!
Let us get creative with it. -
03 Feb, '24
Unforgiven MergedWould really like to see separate trees for my combat build and QoL skills. Having to choose my remaining points on say, increased Strength or a new ability vs Improved Pickaxe or running better on paths. Having to respec to go mining as a better alternative seems like a needless extra step.