The original version is over 8000. Most of the countries translated it properly, only US changed it 9000. LOL.
The original version is over 8000. Most of the countries translated it properly, only US changed it 9000. LOL.
459 skill point`s required, to get all skills tree according to esohead
That's disappointing. Hopefully they will add new skill lines at a much faster rate than available skillpoints, otherwise character building choices mean nothing at all.
When you get in game, go to the achievements page. Each zone has an achievement for finding all of the skyshards in that zone, and the number of skyshards in each zone is listed with a hint to their locations. Add that all up. I'm not sure if the skyshard we get in the tutorial is part of the coldharbor achievement or not. If it isn't, add 1. Divide that total by 3. Add 49 from leveling.
That will give you a base number. The rest will come from quests and I don't think anyone can say with any certainty how many we get from quests.
1. They purposely designed the game so an abundance of skill points doesn't mean much. You can only slot a set amount of skills at a time, and most of the passives don't do anything unless you have the right skill or item equipped. As for crafting, it is more for convenience than anything else. You can create a bunch of crafting alts, or just use one super crafter character. I know which one I prefer...
2. A large number of those skill points are after you hit the level cap. As in getting all the skyshards in other faction zones. So the number of skill points to get from 1 to 50 is a bit more limited.
Not really anything to do with OP, but figured I'd add this so those who are not following the game as closely and stumble in here realize what 300 skill points actually means.
Completely agree. A more specialized character appeals to me.
I will only require about 179 skill points for my final build, and that includes all crafting except woodworking and clothing.
I think I will focus alot on the crafting professions in the start, and only use a minimal amount on damage abilities.
I don't count passives as skills... I think Zenimax does... So over 300 with all the passives? pretty ok
http://clip2net.com/s/73SEFp
Taken from this video :https://www.youtube.com/watch?v=Lbos8zva3N8
not sure if it was a bug or the test giving them unlimited points to play with..
Edit : Looking at the comments of the video , he had said this was a bug soooo , forgot this
Your choices of what to put in your action bar are going to be the choices that make a real difference between builds. And they've already indicated that more skills are coming.
Totally agree with people saying this is too many.
With that many skill points roles will disappear. Tanks will be healers will be crafters will be DPS.
Isnt tot point of these games that you have to find ways to efficiently use finite resources better than other people do?
I guess the only saving grace is that hopefully not many people will get that far?
Games are getting away from the "pick your class with a defined role and that's all you'll ever be" mentality. But a lot of people still fall into that trap.
In TSW, you can get every single skill in the game. Every one. Yet there are many, many people who all they ever play are DPS. And even among those who might play all 3 roles, there are different builds to execute those roles. So while players might have every skill, no one makes use of them all. We all have our favorites. We all have skills that are better in certain situations than others.
All that being said, there are still choices that are permanent. You can't change your class, therefore you can't get skills from other classes. And you can't change your race. You can't be both vampire and werewolf.
IMO, it's a good design. It has a good mix between choices that are permanent and choices that can be changed.
Look at other MMOs where players are stuck in a role based on their class. In how many of those games were tanks and healers hard to find? How many tanks or healers complained that they couldn't solo/pvp effectively because of a lack of damage? When any player can play any role, it opens up the game. Now you can better tailor your role/build to the activity you are doing and the needs of the group.