Talent Tree System (Completed!)

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    Rarayn
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    Talent Tree System (Completed!)

    Post by Rarayn on Sun Nov 18, 2012 2:31 pm

    I have created a Talent Tree system for use in Dark Souls. It's primarily intended for PVE, but if you want to stick to the rules of the system in PVP as well that's fine too.

    Before getting to the talent trees themselves, I will first list the basic rules associated with them:

    1. You get to pick one Talent for every tenth level. For the purposes of this system, level 10 counts as a tenth level regardless of starting level.

    2. Classes also start with a number of Talents from the get go. (Except Deprived, who gets to freely pick up to five talents between the tiers of I and III)

    3.Stat requirements for Talents do not apply to characters starting off with them. (Including the ones gained through special abilities.)

    4. Special abilities, as detailed in the Starting Class Talents image, are forfeit if not used before or during your first visit to Firelink Shrine.


    Starting Class Talents

    Weapon Talent Trees:

    - One-handed Swords
    - Pole Weapons
    - Axes
    - Hammers
    - Daggers
    - Whips
    - Fist Weapons
    - Heavy Weapons
    - Archery

    Defensive Talent Trees:
    - Armour
    - Shields

    Magic Talent Trees:
    - Sorcery
    - Pyromancy
    - Miracles
    - Dark Magic
    - Sealer Magic

    Notes:
    - Sealer Magic exists because I needed a place to put some leftover spells. The extra miracles and Basic Miracles requirement are there for roleplaying reasons.

    - Deprived characters are the only ones with access to Occult Weaponry. This is because I needed a place to put this leftover upgrade path, since there were no appropriate talents for it. The reasoning for giving them to Deprived characters? You find an Occult Club in Anor Londo, and I just like the idea of an "empty" character using heretical weaponry to steal divine power for himself.


    Last edited by Rarayn on Sun Nov 25, 2012 8:13 pm; edited 13 times in total
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    Re: Talent Tree System (Completed!)

    Post by WhatDoesThePendantDo? on Sun Nov 18, 2012 3:20 pm

    Very interesting concept. +1

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    Re: Talent Tree System (Completed!)

    Post by BIG TIME MASTER on Sun Nov 18, 2012 3:37 pm

    If you had to level up to get certain items/spells, wouldn't that eliminate low-level runs and the like?

    Or do I misunderstand what you are describing?

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    Re: Talent Tree System (Completed!)

    Post by Rarayn on Sun Nov 18, 2012 4:32 pm

    @WhatDoesThePendantDo:
    Thanks!

    @Big Time Master:

    It would at the very least make them considerably harder. Doesn't matter though, seeing as this is a system designed with levelling in mind. It's just a little something to spice up my PVE experience with. I certainly wouldn't use it when doing a low level run.
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    Re: Talent Tree System (Completed!)

    Post by Knight Alundil on Sun Nov 18, 2012 4:34 pm

    Very cool man, might do my next playthrough according to your trees big grin
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    Re: Talent Tree System (Completed!)

    Post by Isirith on Sun Nov 18, 2012 6:16 pm

    I like the talent tree idea's very much! happy


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    Re: Talent Tree System (Completed!)

    Post by Rarayn on Sun Nov 18, 2012 7:31 pm

    @Alundil:
    Glad you liked it. Hope it's fun to use in-game too. Never know for sure with these things. silly

    @Isirith:
    Glad to hear it!


    Last one today. Light weapons talent tree. Light weapons are defined as weapons that generally have high attack speed rather than just weapons that don't weigh much. Not as sure about this one as I was about the magic-related ones.

    Light weapons talent tree
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    Re: Talent Tree System (Completed!)

    Post by Rarayn on Mon Nov 19, 2012 8:07 am

    Medium weapons talent tree

    Fully mastering Axe or Hammer Specialization will also unlock heavy weaponry. This can also be unlocked without these specializations, however.

    Fully mastering Polearm specialization will also unlock Spear Specialization I from the light weapons talent tree. Spear Specialization III has also been changed in my documents to unlock Polearm Specialization I. I didn't want to put both of them in the same weapons category, but I figured it would make sense to get some mastery in one if you mastered the other.

    Edit:
    Here's the one for Heavy Weaponry as well. Please ignore the typos; little details like that will be fixed when I pretty it all up later. :p

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    Re: Talent Tree System (Completed!)

    Post by Spurgun on Mon Nov 19, 2012 10:48 am

    the first thing i think of when i see these talent trees is that a user cov could be based around this silly

    I really like them. Might make a build based on these later. +1 rep to you.
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    Re: Talent Tree System (Completed!)

    Post by Rarayn on Mon Nov 19, 2012 12:23 pm

    Spurgun wrote:the first thing i think of when i see these talent trees is that a user cov could be based around this silly

    I really like them. Might make a build based on these later. +1 rep to you.
    Between the Obsidian Knights and the STR covenant Rant is working on, I don't think the already somewhat dead covenant section needs another equipment-limiting type covenant. silly

    Glad you liked them though!

    -------------------------------------

    Archery Talent Tree

    Greatbows require Heavy Weaponry in addition to a mastery of Archery to be used.

    Armour Talent Tree (Not much of a tree; fairly straight forward)

    Shield Talent Tree (Same as above)

    Next up comes deciding what talents the various classes will start with, and to make pretty it all up.

    Edit:
    Starting talents

    This
    one was difficult to do. Had to make sure that each class could use
    their starting equipment without making the whole system pointless.
    Could use some feedback.

    Notes:

    - Stat requirements for the various talents do not apply to starting talents

    - All required branches of the starting talents are included as well

    -Tier
    I talents are defined as talents up to the ones marked I (or Basic in
    the somewhat outdated magic trees linked to earlier in the thread).

    - Stat requirements do not apply to the Deprived ability to pick their own starting talents.

    -Casters
    only get five talent points worth of talents instead of six like the
    rest of the standard classes. This is to somewhat balance out the
    considerable edge casters get early on.


    Last edited by Rarayn on Tue Nov 20, 2012 3:48 pm; edited 1 time in total
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    Re: Talent Tree System (Completed!)

    Post by Rarayn on Tue Nov 20, 2012 3:51 pm

    Almost forgot. Here's the talent trees for other upgrade paths. [Link]
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    Re: Talent Tree System (Completed!)

    Post by lalliman on Wed Nov 21, 2012 3:39 am

    The curved greatsword specialization allows for the use of great hammers. I'm pretty sure you didn't do that intentionally. Just letting you know.

    I dig the idea btw big grin

    Edit: also i don't think +15 greatbows exist. The dragonslayer greatbow can be upgraded to +5 with twinkling titanite,and that's the only greatbow right, or am i missing something?
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    Re: Talent Tree System (Completed!)

    Post by Rarayn on Wed Nov 21, 2012 5:01 am

    lalliman wrote:The curved greatsword specialization allows for the use of great hammers. I'm pretty sure you didn't do that intentionally. Just letting you know.

    I dig the idea btw big grin

    Edit: also i don't think +15 greatbows exist. The dragonslayer greatbow can be upgraded to +5 with twinkling titanite,and that's the only greatbow right, or am i missing something?
    Yes, I noticed the "Greater Hammers" enabling under the Curved Greatsword Specialization after I had already uploaded the image and posted it. Working on the finalized versions of the various talent trees now, so that will be fixed soon.

    Well, there's also Gough's Greatbow but you are right anyway. That's just another mistake. I'll get it fixed in the finalized version.

    Thank you for the feedback, and it's nice to hear that you like the idea!
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    Re: Talent Tree System (Completed!)

    Post by Rarayn on Sun Nov 25, 2012 8:14 pm

    The system has been completed. The first post has been updated with the new images, details etc. Comments appreciated.
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    Re: Talent Tree System (Completed!)

    Post by Isirith on Sun Nov 25, 2012 8:44 pm

    I really wish there was a way to choose this talent system or the current one on the character
    selection screen.

    It'd be nice to be locked into certain spells and stuff.
    I'm so tired sad
    +1 from me!

    Well done!


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    Re: Talent Tree System (Completed!)

    Post by WhatDoesThePendantDo? on Sun Nov 25, 2012 8:55 pm

    The detail in this is amazing! :shock: I definitely want to give it a try and probably will but I still got 2 builds on the back-burner now so I got get cranking. twisted

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    Re: Talent Tree System (Completed!)

    Post by ChizFreak on Sun Nov 25, 2012 10:44 pm

    You should talk to some leet modder in the Dark Souls Nexus, he may be able to create a mod to implement this in the game.


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    Re: Talent Tree System (Completed!)

    Post by Rarayn on Mon Nov 26, 2012 3:30 am

    @Isirith:
    Thanks! Let me know what you think of it in practice if you decide to use it. The system is untested, after all.

    @Pendant:
    Thanks! Good luck on your other builds. happy

    @ChizFreak:
    I get the feeling that the stuff I'd want to alter with a mod like that is hardcoded. Would also probably mess up multiplayer in one way or another. Glad you liked it though.

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