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Posted

to start off with I am a returning player who used to play in my younger teen years and have not played in many years. I am now 30 and have tried a very large amount of MMOs.

I will try to break down each section detailing the issues I see with the game and potential solutions the best I can.
 

 

  • leveling is a nightmare for players without access to a friend for info or high level characters for buffs/salamander flame/ect, 
    the gap between a solo player trying the game and anyone with help is far too wide. players seek repeatables and aoe parties as soon as possible and these strats are far better than any other forms of leveling, meaning if a party is not available, or you do not have a high level cleric + aoe you are stuck with a slow boring grind. as we all know its very easy for leveling to come to a crashing halt when there is no one available at kingspot for 100-120 or prison at 160-180
    • provide an early quest for a mount with a lower base movement speed than most mounts (1000 MS for example) 
    • increase non-repeat quest EXP for solo players not camping a spot with a party
    • increase drop rate on early "find item" quests to speed up progression
    • make early game non-repeatable quests give a speed buff or other buffs as part of the reward for a few minutes to help boost new players and encourage active play
    • nerf exp on repeatable quests after first turn in and buff single quests (buff to quests does not always mean more EXP but could also mean things like less kills to complete)

 

  • it feels like you need almost every class in the game to be efficient and some classes lack skills needed to be useful in parties.  to provide examples from my personal experience...i started out leveling a scout + artisan for ranged dps and crafting to learn shortly after that bourg gets drop rate buffs i do not have so using scout or artisan AOE to farm is worse.  scout has 1 single AOE on an 8 second cooldown and i dont want to respec my crafter for AOE/STR any time i want to farm. meaning with both my chars i have no good way to AOE farm materials to make stuff with my artisan.
    • make all classes fill most roles even if they are weak in the role

 

  • valor weapons/sets are available from level 50+ but as far as i know valor is not farmed until xita at 120+
    • give valor for the main questline leading up to level 50 which would provide exactly enough for the lvl 50 set with all quests done
    • low level dg/repeatable for farming small amounts of valor
    • move low level gear away from the valor shop and into "Junon favor" which is earned from quests around Junon, which would make it so these sets are available to low level players and the change does not effect end game valor economy.

 

  • armor unequips/equips when using repair hammers but not on mounts/cart
    • change it so gear wont unequip/equip when using hammers to repair (protip: repair on cart/mount and gear wont unequip)

 

  • auto fill button for crafting materials. looking through mats is very annoying considering how many there are, especially for new players. I find myself constantly having to look through my assortment of zodiac stones for example when making potions to find the correct one.
    • add a button that automatically puts the items from your inventory into the crafting window if you have them

 

  • cannot combine stacks of items inside the inventory and crafting stops if you run out of a stack
    • make crafting continue for the total number set to craft if the need items are in the inventory
    • make it so dragging a stack of items onto another stack will add them together up to max stack size just like in the storage

 

  • opening dirty items is an annoying and long task, no one wants to spam double click 999+ times (i have wrist problems already!!!) or risk auto clicker getting them banned
    • artisan unique skill to open more dirty items at a time?
    • npc with a quest who will clean stacks of dirty items all at once in return for a fee per item after the quest is completed (quest only needs done once)
    • make opening dirty items like crafting in which you can select an amount and then let it go until it is done.

 

 

  • getting knocked off of mounts when being hit is ANNOYING. using a cart does not get you knocked off when hit yet has the major downside of removing all your buffs. funny enough this isn't really an issue for hawkers as they dodge many hits but even if they do get hit they run extremely fast. any other class simply seeking to turn in a quest is often stuck being unmounted possibly multiple times (looking at you kingspot run...) and then forced to run at an agonizing pace. on top of all this the price if you want to upgrade a cart to give it a speed comparable to mounts is completely unreasonable for any new player to achieve.
    • remove mount knockoff, add longer delay after hits before being able to mount up
    • add restrictions for being knocked off, such as under 50% hp or when CRIT.

 

  • bring back showing multiple characters on the login, it was awesome and i don't care if it only shows the first few characters i have.

 

-CLASS FEEDBACK

currently i have a 170 artisan, 166 scout, 114 cleric, and 115 champ.

 

CLERIC

This class now essential feels like a heal-bot/summoner to me. the muse class overall seems solid and is fine with many options for single target, aoe, buffs, utility, summons, heals and a revive to top if off. i was very optimistic re-exploring this class due to this as I was able to swap around to whatever might be needed. personally i was extremely disappointed when job changing into a cleric and realizing all you really get is stronger versions of heals i already have. this is similar to other classes such as champ having 3 elemental spear AOE skills and then getting 3 new similar skills on 2nd job change but the primary difference is that the old champ aoe's remain useful and simply add to your skill chain. for cleric this is not the case as the old heals are essentially useless. bonfire cannot be cast with sala and at lvl 114 with my heals maxed the skill:  Heal (Party) recovers a whopping 186 HP and Restore (party) does a whopping 1,041 over 15 seconds time, meaning unlike other classes they do not get additional skills, they get new ones that overwrite the old ones. all of this and i haven't even mentioned yet that clerics for some reason summon elementals and dragons instead of something cleric-like such as angels or fairies perhaps. last and worst about clerics is THE COMPLETE REMOVAL OF ALL BUFFS?!?!?! job changing into a CLERIC, the only full support class in the game literally provides you with ZERO buffs. i understand old clerics having every buff in the game was bad but now we get no more buffs than a mage...?


SUGGESTIONS

  • holy magic such as a concecrated ground that burns enemies on it for a short time
  • short term buffs
  • short term aoe debuffs for more active gameplay in parties
  • short term shields for preventing damage not just healing it. 
  • utility spells such as portals to town and back useable by party/group members. 
  • a spell that removes a random buff from a target with a long cooldown.
  • a short range "blink" for mobility (dunno if mage has this but would be could for them too)
  • "sanctuary" type spell that gives damage immunity to yourself only for a short period on a long cooldown (disables other skills during)
  • actual cleric style summons such as an angel or fairy
  • remove some skill requirements, cleric has far too many "skill chains"
  • alchemy craft 

 

SCOUT

overall I don't have a lot of issues with this class. it has been fairly fun and enjoyable and overall the skill set only has one major flaw, lack of aoe. to keep it short and simple, even if a class is not as good as others as something they still need to be able to fit in to a party or else they are left out or basically useless.

SUGGESTIONS

  • give scouts/ranged hawker at least 1 more aoe skill, suggestion: phoenix arrow rain, not a unique skill and does not share a cooldown with arrow rain/PAR. 

 

CHAMP

absolute monster. 3 different weapon types for 2h + shield.  buffs, debuffs, single target, aoe, tank, everything you could want from a melee class. I'm sure more experience players have suggestions here but overall this class seems fine to me.

SUGGESTIONS

  • give soldier low level weaker version of sacrifice with a small radius, shares a cooldown with sacrifice. 

ARTISAN

overall fine but after transition to artisan and start to gear towards being able to craft better items you go further and further away from combat with nothing in your arsenal to make yourself useful in a party.

  • add 2 more "sentry" summons to the artisan tree for offense, 1 single target gun sentry and 1 aoe cannon sentry

 

 

overall I am having fun returning to rose online and in the short time I have been here iv seen some good things happening in the updates which gives me hope for this game. good luck all and ill see you in game. - Kilikem

  • Like 1
  • Thanks 3
Posted

I agree that artisans need a weaker stockpile for farming and offensive sentry. Artisans, a summoner class, have dumb summons. they walk back when they are out of range and will only be useful/reliable in PVM. In PVP they are all over the place because u have to move around and not get killed. Archer summons seem to be more reliable in PVP and PVM making artisan offensive summons useless.

Posted (edited)
17 hours ago, Moeregard said:

Artisans should definitely get robot or mech summons.

In PvP your summons loose dps cus when u move they move with you. it doesn’t take long for artis to die and without reliable dps from summons on a “summoner class” it puts the class in a great disadvantage. I do understand that full cha ap poison sleep build is really strong with little to no counter play but the full cha/ap build with vragrant is the most expensive build in the game. It’s either you’re mediocre or kinda op. Perhaps, the dot dmg can be nerfed a little. Also, I personally think that artisan sleep skill should be changed to an aoe stun so enemies don’t wake up when attacked by summons. it just doesn’t make sense that your sleep skill is countered by your own summon skill 😕

Edited by kaiserkiva
Posted
2 hours ago, kaiserkiva said:

Also, I personally think that artisan sleep skill should be changed to an aoe stun so enemies don’t wake up when attacked by summons. it just doesn’t make sense that your sleep skill is countered by your own summon skill 😕

very good insight, thank you. sounds like a reasonable change perhaps and having an aoe stun would be a very useful thing for parties, such as being able to shortly stun prison mobs

  • Like 1
Posted
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Also, I personally think that artisan sleep skill should be changed to an aoe stun so enemies don’t wake up when attacked by summons. it just doesn’t make sense that your sleep skill is countered by your own summon skill

very good insight, thank you. sounds like a reasonable change perhaps and having an aoe stun would be a very useful thing for parties, such as being able to shortly stun prison mobs

The sleep AOE does have ONE use. When you are soloing and get attacked by a strong mob you can sleep it, it then starts attacking your archers giving you a breather where you can heal a bit as you continue to attack. Their stun skill (just after the sleep skill) is also weird. First, you have to get within melee range. Stupid for a range class.

Replace the two of them with a ranged AOE stun that's duration is similar to what the Candle Ghosts do or the stuns you get in the Prison. 
And yes. Give us a summon that is does AOE damage. NOTE: Interesting fact. One of the summons (don't remember what one) will do AOE damage if the summoner is not attacking. The damage they do is also considerably more. If the summoner char starts attacking again. They go back to weaker, non-AOE attacks.

Posted
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provide an early quest for a mount with a lower base movement speed than most mounts (1000 MS for example)

I suggested when you choose your class at level 10 to automaticaly give the Jelly Bean King quest and let the mount be the drop from the quest.

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increase drop rate on early "find item" quests to speed up progression

Yes. Even doing the Valor quests from Junon Polis....they can take forever.

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valor weapons/sets are available from level 50+ but as far as i know valor is not farmed until xita at 120+

Like I said above, there are Valor quests in Junon Polis. There is even one repeatable one where you travel to Gorge of Silence, check the windmill just outside the town, and go back to collect your reward. If you take the easy route through Kenji Beach to get to the entrance you can do this quest very quickly. You have to pay for the ship to Kenji Beach and use a scroll to get back to town to do it quickly though.

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add a button that automatically puts the items from your inventory into the crafting window if you have them

make crafting continue for the total number set to craft if the need items are in the inventory

make it so dragging a stack of items onto another stack will add them together up to max stack size just like in the storage

YES!

Quote

opening dirty items is an annoying and long task, no one wants to spam double click 999+ times (i have wrist problems already!!!) or risk auto clicker getting them banned

  • artisan unique skill to open more dirty items at a time?
  • npc with a quest who will clean stacks of dirty items all at once in return for a fee per item after the quest is completed (quest only needs done once)
  • make opening dirty items like crafting in which you can select an amount and then let it go until it is done

My suggestion was to get rid of dirties all together. Instead of Dirty Zodiac Stone that opens into 12 different Zodiac Stones. Have the drop be a Zodiac Stone and change the crafting so that all those that take the Aries, or Gemini stones instead require the Zodiac Stone (one storage slot vs 12).

Quote

getting knocked off of mounts when being hit is ANNOYING. using a cart does not get you knocked off when hit yet has the major downside of removing all your buffs. funny enough this isn't really an issue for hawkers as they dodge many hits but even if they do get hit they run extremely fast. any other class simply seeking to turn in a quest is often stuck being unmounted possibly multiple times (looking at you kingspot run...) and then forced to run at an agonizing pace. on top of all this the price if you want to upgrade a cart to give it a speed comparable to mounts is completely unreasonable for any new player to achieve.

Mages can use their Mana Shield to keep from getting knocked off their mount (I just found this out a couple of weeks ago).
Yes it is annoying.
Yes, the cost to upgrade the Carts is rediculous. They should get rid of the requirement to have the recipe from the Valor shop (that is a one time use item). Even then, the ingredients only come from the Valor shop. Make the recipes in the Valor shop learning items, that once learned can be crafted (and let Mildon sell the ingredients) or something other than everything from Valor.

Quote
  1. holy magic such as a concecrated ground that burns enemies on it for a short time
  2. short term buffs
  3. short term aoe debuffs for more active gameplay in parties
  4. short term shields for preventing damage not just healing it. 
  5. utility spells such as portals to town and back useable by party/group members. 
  6. a spell that removes a random buff from a target with a long cooldown.
  7. a short range "blink" for mobility (dunno if mage has this but would be could for them too)
  8. "sanctuary" type spell that gives damage immunity to yourself only for a short period on a long cooldown (disables other skills during)
  9. actual cleric style summons such as an angel or fairy
  10. remove some skill requirements, cleric has far too many "skill chains"
  11. alchemy craft 

Many good suggestions here for Cleric.

  1. I like this a lot.
  2. so so....
  3. Good
  4. Yes!
  5. okay
  6. Don't we have this?
  7. I don't think they want to do this. I saw it suggested before, but you never know. 🙂
  8. Like Mana Shield for Clerics. Okay.
  9. I can see this. Okay.
  10. YES, YES, and once again YES! Give us 2 good party heals and a targeted heal on the support tab and 2 better party heals and another targeted heal on the Cleric tab.
  11. Interesting. Let the Clerics do the Alchemy crafting instead of the Artisans. I think this makes sense.

Also, make the Cleric's summons work better. I was PvM a while back and played with summoning two Firegons. One of the Firegons would stop attacking now and then. It probably happened more when I didn't notice. Make ALL summons so they defend you if you get attacked.

On 11/18/2024 at 1:40 PM, Kilikem said:

ARTISAN

overall fine but after transition to artisan and start to gear towards being able to craft better items you go further and further away from combat with nothing in your arsenal to make yourself useful in a party.

  • add 2 more "sentry" summons to the artisan tree for offense, 1 single target gun sentry and 1 aoe cannon sentry

When I am in a party with my Artisan, I help pull mobs. With my range, it is easy to one-hit mobs with my gun in fossil (Orlo) as fast as they spawn. When I was in the Prison, I used a Launcher and reconfigured with all the AOE's I could. It helped.

I like the idea of the sentries.

On 11/18/2024 at 1:40 PM, Kilikem said:

overall I am having fun returning to rose online and in the short time I have been here iv seen some good things happening in the updates which gives me hope for this game. good luck all and ill see you in game. - Kilikem

I hope you stay. 🙂 I had more comments about your post but I've been long winded enough!

Posted

thanks for the long reply oldman ^^

 

20 hours ago, OldMan54 said:

Interesting. Let the Clerics do the Alchemy crafting instead of the Artisans. I think this makes sense.

 

19 hours ago, Bobbity said:

Before I explain why this is a monumentally bad idea I want to hear your reasoning behind moving alchemy crafting to clerics. 

to be more specific i do not mean to move alchemy craft from artisan to cleric, but instead to give it to both classes. 

wizards/witches brewing potions is clearly thematic and off the top of my head i cannot thing of a single reason why it would be a bad thing really? would clerics being able to perhaps make some potions for profit or use be a bad thing? 

on that note to further expand upon that idea i would say you could even perhaps add armor/weapon enhance to soldiers or something as thematically being able to fix up armor and prepare equipment is something stuff like a soldier or knight would do...but ill admit this one is a bit more of a stretch

Posted

Alchemy and Advanced Alchemy Crafting cost a total of only 10 skill points, but have numerous recipes for a wide range of potions, ammunition and explosives. Thus alchemy offers very high value, not least because the items produced are used throughout midgame and endgame, but also due to the extensibility of the skills. Almost anything can be alchemy, so you can just transparently slot another recipe into the skill. Potions fill the gap for buffs and skills that dealers don't natively have in their skill tree, allowing for just-in-time strategy rebuild that works in both PvM and PvP. This benefit doesn't translate to other classes to the same degree as there are usually better options to  reach the same end: scouts don't need to craft their own arrows, and doing so only gives them some benefit in niche circumstances, soldiers don't typically need explosives or ammo, and clerics don't need anything alchemy has to offer. As such, alchemy offers greatest value for dealers to craft and sell items that always have a market, and thus will always move. Moving would definitely impact dealers negatively while adding very little to other classes that would have to sacrifice their primary or secondary stat just to be able to craft reliably. Let's not even get into how crafting itself would have to be modified absent crafting hammers.

 

Copying alchemy to other classes is also problematic simply due to the lack of skill points. Every class deals with this. Another sub-tree of alchemy crafting wouldn't improve matters.

 

The idea of witches brewing potions is a romantic one, but for it to be realized ingame both the muse skill tree and the cleric skill tree would have to be restructured to make it fit AND make sense. Right now, your sole toe-hold into doing this appears to be that muses have a number of buffs that offer little to no earlygame value but shine in the endgame. How would you fit alchemy in?

 

 

Posted
11 hours ago, Bobbity said:

Almost anything can be alchemy, so you can just transparently slot another recipe into the skill.

...what does this even mean? of course its possible for them to add more recipes to the skill but no one is saying that or that they should so i'm not sure why its being brough up as though new things would be added?

 

 

12 hours ago, Bobbity said:

Potions fill the gap for buffs and skills that dealers don't natively have in their skill tree, allowing for just-in-time strategy rebuild that works in both PvM and PvP

dealer has 4 buffs, quite literally the same amount a cleric has. and considering 1 of clerics buffs is mana up %, its functionally useless 99% of the time and you might as well consider cleric has having 3 buffs. on top of their 4 buffs they can make 11 total potions (with one being purify) for a total of 14 buffs coming from artisan... 

you say it is to "fill the gaps"... okay well cleric has no hp buff...no movement buff, no defense buff, no dodge buff, no attack speed buff....how is cleric "filling the gap"?

 

 

12 hours ago, Bobbity said:

Moving would definitely impact dealers negatively while adding very little to other classes that would have to sacrifice their primary or secondary stat just to be able to craft reliably.

this is a good point but i can definitely see solutions such as making cleric alchemy work from int  and add the line "increases muse crafting success rate". id also be perfectly fine with them having their own version of alchemy that does not include the boxes for arrows as that would of course not fit their theme.

 

12 hours ago, Bobbity said:

Copying alchemy to other classes is also problematic simply due to the lack of skill points. Every class deals with this. Another sub-tree of alchemy crafting wouldn't improve matters.

you are not thinking outside the box enough... this is a video game and keep in mind things can be changed. for example cleric could have a single alchemy craft of their own that has all the potions and magic items listed but does not include the ammunition. as i already said above people talk about the fact cleric skill tree "chains" are way too strict and require too much useless stuff to get what you need. reducing these chains would easily give you the 5-10 points if you really wanted them.

 

 

12 hours ago, Bobbity said:

The idea of witches brewing potions is a romantic one, but for it to be realized ingame both the muse skill tree and the cleric skill tree would have to be restructured to make it fit AND make sense. Right now, your sole toe-hold into doing this appears to be that muses have a number of buffs that offer little to no earlygame value but shine in the endgame.

i am sorry but this entire section is just wrong in my opinion. as i have said muse already has all 4 of the buffs cleric has and regardless of if you go mage or cleric you keep these same buffs. cleric gets no more benefit at all for supporting their party after job change essentially besides new versions of their heals (bonfire->sala) (restore->integrity) aside from purify.

i have no idea where you get the sense that i'm saying they have no early game value but shine late since as i said muses can get their best buff (damage %) very early and looking at my cleric now it has no +% bonus scaling meaning it has quite literally no bonus scaling into the late game.
 

 

12 hours ago, Bobbity said:

How would you fit alchemy in?

remove requirements of needing early game extremely weak heals such as Heal and Heal (Party) from other better heals.
as i said most classes get new similar skills that add on to their skill chain, where as for a cleric i will NEVER be casting Heal (party) for a massive 204 hp at my level (127)

Posted (edited)

 

There is nothing that dealers have that muses or clerics need. Literally nothing. In fact, when it comes to the needs of muses and specifically clerics, more attention is focused internally (e.g. reworks of existing skills and buffs, single-target buffs, area/field spells, portals etc.) rather than on externals. Arguably, the strongest all-round class is the battle cleric. This phenomenon alone casts doubt on the need for alchemy on clerics, leaving aside the idea that even more skill points should be spent on an INT-based crafting passive for clerics  or by fiat adding INT as positive factor for crafting. It seems you want an omni-class that heals, kills, buffs, tanks AND crafts - a superhero, if you will.

"But why can't we have just a little bit of alchemy... just a little bit!" -- Why do you need or deserve it? You haven't explained this coherently. I've seen you make arguments centering on muse buffs that are apparently 'always useless' and how buff pots will somehow add value to clerics. I wonder how useless MDEF up is in AA vs all the wind and fire mages. The truth is, clerics have enough value and the issue with their native buffs is mostly a numbers and mechanical issue. The truth is copying alchemy and diluting the dealer class won't fix cleric problems. Maybe engage with the dev team regarding the mechanics of muse buffs, the buff system overall, fixing the heals skill tree, adding utility spells and cool life-saving abilities.

 

The core of your argument seems to be, "Well, we'll just MAKE it work, gosh darn it! Clerics need it! And Dealers don't! My skill tree sucks, okay?! From each according to his ability, to each according to his needs! Plus, it looks cooler!"

My response is the following:

Dealers are Visitors with guns. We don't get block rate, bonus HP, bonus DEF, bonus MDEF, heals, taunts, stealth or the power to raise the dead. We craft carts that get people killed. Our masterpiece is a mechwarrior that doesn't do a damn thing except cost 50m zulie and thousands of Honor points.  We can't even paint it black. We kill packs of animals so we can pick up loot from the floor so we can make money from selling clothes at razor-thin margins, hoping to strike it rich one day, ONE DAY! We work for a living. What do you do? Fund the server with cute IM dresses? You don't get to take from someone else just because you're dissatisfied with what you've got. We have laws against such behavior.

 

ASIDE:

Your comment that I don't think outside of the box enough is laughable and shows you haven't done your homework. However, it is true that I now try to present suggestions that are realistic and fully-formed to facilitate implementation.

Your comments about the extensibility of alchemy shows you don't understand the comparative value of the skill in question. Alchemy has endless value on dealers and limited value elsewhere. Even if scouts could fletch their own arrows, they wouldn't bother due to, among other reasons, barriers of entry. Do bourgs craft their own shells? Sometimes. Could clerics crafting pots be useful? Maybe. Sometimes. Nobody plans skill trees around edge cases. 

Edited by Bobbity
  • Haha 1
Posted

bro i'm just gonna move on and say you are taking this way too seriously. it was a 1 line suggestion in my entire feedback that just sounded like a cool idea, fits the theme, and seemingly in my opinion would not really effect the gameplay or devalue dealers in any way.... that is all... this does not need to be a 20 page argument on the complete in and out of the muse skill tree and all their pros and cons lmao. lets move on....

Posted
Quote

 as we all know its very easy for leveling to come to a crashing halt when there is no one available at kingspot for 100-120 

There is a valor quest on eucar that gives a good exp even until 120. Leveling on the king spot is still better with good party but the valor quest can be the alternative. If I'm not mistaken it gives 1.5m exp + 25k zulie + 8 valor (not 100% sure... it's been so long since I did this lol) and doable within 5 mins BUT ONLY if your character has good AOE, use scroll and got a good mount/cart 😅 The quest should be tweaked a bit since it can be hard for newbies without level 100 reinforced 😅

 

Quote

CLERIC


SUGGESTIONS

short term buffs

I'm also all for clerics getting at least static/non-scaling buffs. Like 5% max atk/def/atkspd/mspd? But sadly, it has been discussed over and over what they want to do with the cleric class. You can check the old discussion here...
General Cleric change discussion - Page 6 - General ROSE Discussions - ROSE Online Forum

Posted
On 11/23/2024 at 5:07 PM, Kilikem said:

bro i'm just gonna move on and say you are taking this way too seriously. it was a 1 line suggestion in my entire feedback that just sounded like a cool idea, fits the theme, and seemingly in my opinion would not really effect the gameplay or devalue dealers in any way.... that is all... this does not need to be a 20 page argument on the complete in and out of the muse skill tree and all their pros and cons lmao. lets move on....

I take cool ideas seriously because the cool factor is one of the reasons we play this game, and because big actions often result from casual interest, not burning passion. In addition, I don't dislike the idea of muses brewing potions. I'd like it if it didn't impact dealers. I remember there was a nice fanfic on the old WP forums where one of the muses specialized in chems and potions. A big problem with the idea is that the artisan class was initially conceived to be a mechanical crafter + steampunk + shaman + alchemist + itinerant tinker + tailor + armorer + smith + merchant + desert vagrant. That's a LOT of ideas all in one class. The large confluence of paths is one of the reasons why working on the dealer skill tree is hard. I've been making suggestions for landmines and explosives for the last 10 years. Devs are always saying they'll work on the skill tree - up til now all we got was a sentry robot version of Third Eye that's not really up to spec.

 

I'll keep thinking about this and see if there's a way to do this without causing problems.

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