Progression changes and additions (grapple hook, skill tree expansion, etc.)
Please use this thread to share your feedback about the progression changes and additions, including the grappling hook changes, skill tree expansion, new level cap, etc.)
Comments: 53
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05 Nov, '24
RyI think there should be more new skills. We have too many skill points which leads to being all classes at once even if not at 100%
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06 Nov, '24
TirasWould be much better if we could use our grapple hook anywhere on any terrain, similar to the first decendant.
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07 Nov, '24
Mirrorisswish there was a crafting and building tree so we could get the things we want quicker too.
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07 Nov, '24
XaelaThe grappling hook feature uses a lot of stamina and doesn't consistently pull enemies in like the lich. This results in excessive use of the grapple hook and no stamina remaining
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08 Nov, '24
NiimbusI would love to see more ways to utilize the grapplehook, while roaming the open world.
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Allows us to place grapple anchors OUTSIDE of building zones, to allow us to make our own grapple paths. -
09 Nov, '24
ChatI'd like there to be an option to actually use Merciless Attack in mob situations without opening yourself to incoming attacks when you're surrounded by several enemies
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Perhaps a skill that continues on after 'Shockwave' called-
Aftershock
When Shockwave activates, automatically sends afterimages to follow up with Merciless Attack to overpowered enemies to enemies within 15 meters, at reduced strength. -
09 Nov, '24
FoobaringPrioritize fun over "balancing". There should be a grappling hook skill for using it wherever you want. Deep Rock galactic scout style.
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If you want to balance it, It could spend a lot of stamina or whatever but I would make it possible for people that value this. I don't care if it breaks some zones, its ultra fun and addicting having that vs not having it in the game because of balance or whatever reasons
Terraria survived with that and nobody ever said "I want the grappling hook to not be usable everywhere because it's too much fun for me" -
09 Nov, '24
ChewedGumIt would be lovely to expand on the class skill trees. We get quite many skill points and it would be nice to specialize to one class a quite a bit more so at the end levels people would get the feeling of Master-of-one, not Jack-of-all-trades :). I think it would help with multiplayer, roleplay and immersion and would help class expression!
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09 Nov, '24
Alli GrayOn our server we have several folks that really like exploring and discovery and they get dismayed when they have been away for a day or two and come back and there are many crafting discoveries... Have you considered doing a system similar to the personal quest and exploration map for crafting discoveries... if a character is not close to the discovery when made they do not have it as a crafting option... this as with the quests could be toggled on/off depending on the style of the server.
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10 Nov, '24
AlyredI think the Giant Slayer hook and Grounding Hook skills should be reversed in position, or on separate trees. As a tank I appreciate being able to grapple to bosses but for my DPS character loadouts I'd much prefer to be able to pull flying enemies without needing to spend 5 points on getting to bosses faster, if desired.
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It seems that there are much more opportunity to use Grounding hook than to use Giant Slayer for more characters. -
10 Nov, '24
Octo_RLIt would be AMAZING if you could use your runes to also upgrade your armor!
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10 Nov, '24
RyThe banshee in shroud should have bigger hitbox under her legs. I can't hit her even when I pull her to me
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10 Nov, '24
iHakuadd some meaningfull stats to lowlevel equiptment. you cant be serious with "2% ranged damage increase" on the ranger armor gloves, and many other craftable gear pieces with similarely useless stats. at that point in the game you're not even doing 50 damage per bow show, so that stat adds LESS that +1 damage to your bow. even +1 dex is at least 5% damage, with nodes giving 10 and 20%.
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maybe have it be +5 flat bow damage or something interesting.
armor bonuses in general are underwhelming.
i'd also prefer if they moved away from spending runes on unlocking enchantements. if you want the random rolls on gear like in diablo style loot, then just have the gear drop with it. runes could be used to reroll the enchantements maybe. imagine if in diablo 2 you needed to disenchant rares to get a currency, to then be able to unlock stats on items before they became usefull. This system adds nothing to the game if you have enough, and is frustrating at best if you have too little runes. -
11 Nov, '24
iBunny52We still need changes into the Production Speed.
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The progression around the craft system is unrealistic for a Survival Game.
Actually i need to wait HOURS to get materials done.
Even cooking take 30 Minutes to more.
Drying a Purple Berrie takes me 60 MINUTES to get ONLY 10 of then.
How this make sense for a survival game? you need to progress while you play. You cook while you progression and when you need to eat. This is how it works. How forcing peoples to wait HOURS for something in a survival game makes sense? Then what? put there, goes out for hours and wait?.
You need Change the entire Crafting Time from the machines.
Come on, i cook a meat with 3 seconds on fire, but need 6 MINUTES to dry a Berry? EVEN USING 200% Speed for 3 minutes? why?
If you cannot change the entire craft time, you need increase the option to speed it to 500%.
Its 1 HOUR WITH THE NORMAL speed time, to dry only 10 berrys lol?. How this make sense? Rework the time are needed. Or increase the Speed Option. -
13 Nov, '24
Raptor 2101 MergedI understand, enshrouded is a game, that wants to encourage the player to explore and run into unforeseen situation. But our party consist of players with varying playtime (0.5 to 3 Hours) each evening to play. Quest we can determined "the complexity" via "Quest steps" (2 steps = fast quest, 4 steps = more to travel), but often times we totally miss-predict the time needed for a "questing session". If a quest takes place in a crowded complex ruin/tomb or is only simple cave that can be cleared in 5 mins, this is not "predictable". So we either have to abort a session or have to continue while somebody has to drop out. A small indicator in the quest description like "short", "medium" or "long" could solve this ...
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Another observation: our group focused primarily on quest, that offers progression for crafting. Now we are completely OP for some very nice Locations/Quest. Some level-indicator on quests/map-regions would have prevent this ... -
13 Nov, '24
CalifaxisEvery Recipe Has Multiple Sub-clauses of Recipes and all of them also require Resource farming.
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Every Resource is INCREDIBLY Tedious to attain, be it how long it takes to harvest raw materials like wood & ores,
or How Long it takes to refine/cultivate components.
Example: You NEED 40 Gentian to Progress the Altar. The Areas with Gentian are covered in near-identical dry weeds & so foraging it long & arduous & Growing it? Germinating Seedlings & Planting Turnaround Time is OVER 90 MINUTES, REAL-TIME. That's a Feature-Length Film.
The bandsaw in-game takes a full minutes to produce 2 planks. That's literally (not figuratively) 3000% Longer than it takes to Make them, by hand, IN REAL LIFE.
Every cultivation/foraging Refractory Period in the Game Needs to be scaled down TO AT LEAST 1/10th of what they are now. Who has time for this? I play games to relax & build pretty things, not emulate the soul-crushing tedium of real-life paperwork. -
14 Nov, '24
SetonixIt would be nice to use the grapple hook during flight. Like in Just Cause. you can use it to get anywhere and gives a lot of freedom. There you have a parachute to not fall to your death.
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14 Nov, '24
GidroomThere are not enough magic damage protection skills for tank builds. In addition, tanks have to be built for crit chance, so that they can heal 5% of HP with a critical attack. There are also no skills for HP regeneration, so you have to take priest skills (water aura). In addition, there are too few skills for the current number of skill points. And the skill trees themselves are not flexible enough. I suggest dividing the skill trees into "constellations", where you can pump any small group of skills and not go to it through skills that the player does not need. For example, the constellation map in Grim Dawn.
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In addition, there are too few spells, especially shroud spells. -
15 Nov, '24
BlackheartGrappling hook skills are too expensive skill point wise and should be core game play features. Why would I spend 5 points to pull myself to a big mob (which are somewhat rare) when I can sprint for likely less stamina in about the same time.
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Double Jump, Updraft, Merciless Attack, Sneak Attack, and the Grappling hook skills are feel like core features that are being skill taxed for. Consider making these generic unlocks.
Many of the skills in the Barbarian tree are just straight worse than those in the Warrior Tree. Conditional 10% crit.... or 10% flat crit after 30% damage increase.
Skills don't play nice with between builds. Piercing damage up didn't appear to work with bows and the elemental damage increase under mage doesn't work with elemental weapons.
Grappling hooks will take stamina even if you don't have enough to use it. Leaving you with 0 and also not transporting you. -
15 Nov, '24
Heavy BluesAt a minimum, I would like for the Grounding Hook and Giant Slayer Hook skills to swap places on the skill tree. Grounding Hook is much more affordable and will get used more often, but it's locked behind the expensive and very situational Giant Slayer Hook, making it much less appealing to invest in.
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Giant Slayer Hook, honestly, is just not a very good skill either way. It's very expensive for how rarely you get to use it. -
17 Nov, '24
SoferusWould ne Nice to jave a builder/crafter/farmer and gatherer skill tree. For the People who love to stay home pr im the woods. Some dislike dungeons and love the Open world
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18 Nov, '24
BluSleeperThere should be a way to save set values like when you switch from healer to pure mage offense, to tank to archer. Too tedious to spend points then reset everything. Unnecessary tedium.
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18 Nov, '24
Jasonchange begone so it works with the blocking button except you get the enhanced effect. Currently its useless if you have to change weapons to an empty slot to activate it. At least on controller.
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19 Nov, '24
iBunny52For skill tree, we could explore more the ACTIVE skills for different weapons, as examples:
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2Handed perk: keep pressed AttackButtom for 2 seconds will trigger a spin attack around you, using more stamina.( new animations for Mace / Axe / Sword and Daggers.
Daggers Perk: using right click and press E will thrown a daggers in the direction.
Bow Perk: keep pressed Attack button for 2 seconds will trigger a Rapid Shoot. Shoot 4 times fast using 4x stamina cost without waiting to reload.
Tank Perk: while with a shield, you can use Block and Run, you will expend stamina to run towards the directions with the shield up. The shield block incoming projectiles consuming your stamina/stun bar until you still have it. deal damage and stun for 1second if hit.
Wand Perk: keep pressed attack for 2 seconds will shoot 3 times in a row using mana(new animation).
Attack and use right buttom to shoot a powerful attack using mana.(new animation) -
19 Nov, '24
NokThe Skill Tree really needs an overhaul.
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Traversal Skills need to be automatically gotten as you level up and completely removed from the Skill Tree.
(For example, getting 2nd Glider and anything after adds Updraft Ability. Getting like 3 Dex makes you able to Double Jump, etc)
Currently, getting them feels too mandatory for easier exploration, which removes emphasis on picking a class. The Skill Tree should just be focused on class related skills and not have any Traversal Skills separated into the classes. -
20 Nov, '24
DrLaackensteinMore skill specialization, please!
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You guys are probably working on it, and that's cool. I can wait, though anxiously.
I am hoping to make my characters more and more unique.
Reasons to use specific weapons or types of magic would make my day. -
20 Nov, '24
JasonThere should be alternate weapon attacks and you should be able to unlock them with the skill tree. Staff and bow alternate attacks would just be two spells or arrows loaded at the same time. So you could attack with ice or fire without having to make a selection. Just press the button. Other weapons new animations and different damage styles. Some special attacks might use consumable components or alternate resource ( health, mana, stamina. some could be defensive others ofensive and some balanced. The alternate attack should be at the end of the skill tree for the respective weapon type. Something awesome you would look forward to unlocking.
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20 Nov, '24
IwerinThis message is to small to contain all the suggestions I have so I'll try to touch on as many subjects as I can. The skilltree i severly lacking and there are many skills that don't add much to the game (I'm looking at you, bonus dmg to stone and wood). I would suggest expanding on the concepts of modifications to skills. For example Blink is a nice skill, but it could be expanded upon. There are 2 upgrades already that make blink deal dmg and make it able to be used while stuned... But! Blink has much more potential. For example you could create branching upgrades so you would be able to either choose dmg blink or a blink that uses mana instead of stamina and is able to pass through enemies. Dmg blink is ok for paladin like characters but a blink that wastes your mana to phase through enemies would be great for some assassin/2h weapon builds. This basically limits your ability to dodge on such builds but give you upper hand in backstabing/dodging mobs. Stupid character limit.
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20 Nov, '24
IwerinI have so many ideas for rebuilding skill tree it wouldn't be a problem to include many changes but overall idea is to expand on already created skills. The thing is you can easly expand on those "presets" like beastmaster by adding modifications to existing skills - a way to befriend an animal or a Vukah, even not permanently, or creating a modification to a more magelike class where you can summon your own familiar. With my ideas you would be able to easly create a 3 or 4 times bigger skilltree with much more flavor in them. A constellation system might also be a good idea to make it a bit less limiting in what you might have to add to reach some of the endgame skills. For example we would have to add a few points into beastmaster and 5 points into any blue specialization to reach a summoner skilltree. It would give far more flavor into what you are trying to do with your character increasing gamestyles wildly and, also, creating a fun way to balance a game.
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20 Nov, '24
IwerinAnother thing I would like to see is more weapons, especially hybrid ones. As an example, you could add polearm weapons to dexterity/inteligence combo, where your character would be a tactican focusing on building up some auras for your team, where you would be able to use water/fire aura and expand on them plus you could add some dexterity based auras that speed up movement speed, stamina regen etc. You would basically sacrifice all of that "I am a powerhouse" and focus on survivability and outlasting your enemy. And here comes idea of alternate weapon attacks, or more likely - fighting styles. Just by implementing a fighting style that changes how you fight with your weapon you can easly balance weapons around what they are supposed to do in their particular playstyle. For example a Tactician would have long range but weak attacks that let you keep your enemy at bay and focusing on parry while a monklike character would swirl around focusing on getting close and personal.
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20 Nov, '24
IwerinOh, just contact me, writing those esseys make no sense when I'm limited!
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22 Nov, '24
Toast Admin"Improve QuestUI and Map for better player guidance" (suggested by <Hidden> on 2024-11-13), including upvotes (1) and comments (0), was merged into this suggestion.
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23 Nov, '24
SebastianI don’t know who designed the interface for the crafting menu, but the new menu is absolutely terrible.
Not only does it look like it’s from a mobile game, but it’s also completely unintuitive. You constantly have to scroll through everything, can’t find anything, and spend ages searching. Sometimes I even craft the wrong items because the icons look so similar.
Please change this or give us the option to choose for ourselves; otherwise, I’ll unfortunately have to stop playing. I think it’s awful. -
23 Nov, '24
Dave1. More spells! Make all spells ETERNAL no need to craft ammo that takes inventory space and its cumbersome to swap to!.
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We want AOE blizzard, firewall, Earth Spike, Tornado / Wind blow ( something like PUSH in Jedi games ), Earth Mud ( to slow enemies ), Weaken curse ( to lower defences ) etc. We just need more variety of spells!
2. Make One Handed weapons different from each other! There is no point of taking an AXE over a SWORD aside from Better Stats! Make axe animations different / slower with their own moveset / skill set ( like in Skyrim for example. Armour penetration / Shield destroying, Swords causing bleed and faster attacks, Hammers having chance to stan and generally cause massive POISE damage for that juicy merciless attack ).
3. Add Block Counter for defensive play ( like in Elden Ring ), Skill for rougue to go in STEALTH, Rain of Arrows for archer, Mana shield for mage and overall more BUFFs for healer class.... -
23 Nov, '24
BumblebeeIt would be nice to have more classes. One could be "artificer", "shaman". Or subclasses to the current classes. Like a mage specialized in dark sorcery?
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Just throwing ideas. -
25 Nov, '24
pufaeysseWhile using grappling hook on enemies, there should be a completely different move set. As it stands if you grapple yourself to a larger enemy, all you can do is get maybe one hit in. That's sad, if the enemy is flying, there's no way to hit it sometimes. There should be an aerial combo attack, guaranteed to hit, to make it worthwhile
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27 Nov, '24
Kasper Therkelsen Mergedthere are places in the game where it is made irritating harder then necessary especially in the hallowed halls, make it easier for the casual player to make the progression easier. like make it 3 swings to get to a secret chest or dor instead of 10 swings, it takes too long for the casual player ( like my self) i do not wanna spend 3 hours in a hollowed hall to get 1-2 quests done it feels like a wast of time. otherwise greate game, near perfect game wise and content wise keep it up:
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28 Nov, '24
VaridesI agree with the earlier comment about adding things such as "Life SKills" to either the existing skill tree, or on it's own.
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This can improve gather rates from harvesting, hunting, crafting etc, or improve production times while crafting as well.
Improving yield through skills is good for balance as you need to choose between mainly combat related skills, or "life skills".
A good system I would look at is the skill system in the Horizon Series. It runs similar to Enshrouded in which you progress up a tree, but each tree is distinct from one another and they all lean into distinct play styles while allowing over lap through multiple trees. Certain skills can be invested in multiple times to increase its effectiveness as well.
Skills could be improved with repeated investments, while stat points (increase str, dex etc) are "highway" points that are single investment only but used to reach other points or skills on the tree. -
30 Nov, '24
Lucien the LucklessI didn't see anyone mention this: Random loot at the end of a dungeon is... not fun. It is almost pointless to go through the temples or crypts when you can find a golden chest outside and grind that till you get something good. If I spend a half an hour going through a dungeon, using resources to fight lots of enemies or solving puzzles (all of which is lots of fun) but then I get to the big treasure room and find... an uncommon bow or another friggin Ring of Frost Protection... It's just not worth the risk. It's like the pigeon in the box scenario but one button is harder to push and pops out the same treats as the easy button; yeah being challenged might be rewarding eventually but the pigeons quickly just gonna spam the easy button.
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Make the larger challenges a fixed reward (like the ghost glider) or a rare component for crafting weapons and armor rather then just mounting a monster's head or salvaging runes of what should have been a legendary reward. -
01 Dec, '24
BeacheadSkill Trees
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The beast Master tree is pretty worthless for the most part as most of the talents are situational. Especially the Vulkah and beast ones. The dagger talents would be great if Daggers were actually good.
Martyr is also one that you don't want to have trigger since it requires dying. Since our Mage sucks at kiting and dies all the time, he did take this which kind of made us laugh. -
01 Dec, '24
superpebbleadding a sideways grapple for flying and doing faster cornering while flying would add a new layer for the game devs to craft dungeons like the hallowed halls. the nomad highlands for its large platform puzzle chambers and kindlewood waste for its wingsuit slalom map builds make them very fun contenders for best build but if they were mixed, no question that would be the best of all and what better way than to introduce a new runaway freight train level hazard that chases you throughout the dungeon challenging players to sprint, run, jump, dive, glide and swing their way to safety with an all new grapple anchor that whips people around corners to safety as a colossal sized flaming ball chases you down an elaborate path. comparing other existing game objects like the tumble weed, we already know that programming exists that an object can follow a non linear path based on the collision of solid objects while rolling. a few cosmetic and damage status changes is all that would be needed.
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01 Dec, '24
DavidBard or music should be a class with skill tree for either solo or support.
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01 Dec, '24
Auren DawnstarThe skill tree could definitely use a major patch dedicated to touching up and/or overhauling a number of skills.
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- There are still a few skills that are functionally broken in some way.
- There are still skills that are far too expensive for the meager bonuses they give.
- There are still a lot of skill tool tips that do not match the functionality of their skills.
- There are still many lackluster skills that are just plain underwhelming or unappealing in some way. -
02 Dec, '24
superpebblehaving the grappling hook be able to zip in and anchor to an enemy so the player could make some attacks would be a good way to improve the current enemy grapple string of animations. rather than having the player drop to their doom while slamming into the ground as the big baddy takes the opportunity to squash you like a bug while stuck in the animation. having a lunge attack available while grappling would be a decent way to approach this.
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04 Dec, '24
AlexI don't know where to put this suggestion but I would appreciate for the character to auto-pick items like wood when you chop a tree. Also, it would be neat to have a suggestion on where to find X item from within the item description. Right now I need Shroud Wood and I have no idea where to get it. All I can do is to open the wiki and potentiall spoil a bunch of things for myself.
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06 Dec, '24
Toast Admin"general irritating stuff - Progression/puzzles" (suggested by <Hidden> on 2024-11-27), including upvotes (1) and comments (0), was merged into this suggestion.
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09 Dec, '24
HustenzuckerlI would love a new skill that would enable an additional ring slot. Similar to the extra Food slot Skill.
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Maybe somewhere in the back of the Magic Skill Trees. If it would be too powerful, maybe add a restriction so the same ring (or type of ring) can't be equipped twice.
Or a new Skill that just gives you 5 additional Inventory Slots for the Fighter/Tank Skill Tree.
I think additional equipment slots, like the fourth Food Buff, can make powerful and interesting Builds. -
09 Dec, '24
Joakim PerssonMake skill tree more advanced pls! :)
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10 Dec, '24
DrowAbsolutely amazing game! But, imo, 2 aspects are lacking:
1. Loot, equipment and skill (level upping) progression
2. No base raids (should be optional and/or very easy -1 button- to repair all damage afterwards)
Regarding 1.
- Sometimes loot is meaningless because some stuff too weak + can't be dismantled for anything (like ring of endless life).
Easy solution: make everything scrappable for any kind of currency, coins, metal scrap, twigs, etc.
Real solution: Above + let us add specific enchantments to gear with all that extra scrap + improve loot by making more variety
- Equipment is sometimes less exciting than a good meal
- Skill tree currently is like a nice placeholder, but some issues:
1. Visually it is a mess
2. Starting places are a mess
3. Daggers are all over the tree and very weak because they use only dexterity
4. Sneaking is impossible
5. Too few things in total
Whatever you do, keep camera-lock and auto-aim optional please! The game feels smoother without it. -
13 Dec, '24
JimbusAbility to choose what upgrades we can apply to weapons. Talk to NPC and pay for Fire Damage or Merciless Strike Damage.
Ability to add elemental upgrades to weapons in addition to stat upgrades.
--- Fire elemental also adds a red flame like aura around your weapon
--- Water / Ice elemental adds a blueish aura around your weapon