Dragonkin: The Banished

Dragonkin: The Banished

Mike 20 Feb @ 12:54pm
Generator/Spender gameplay discussion.
I just wanted to make a thread about this topic because the complainers are already making assumptions about the game and how skills will work without knowing how builds will end up mid-late game. They assume that the entire game from level 1 to max level will be spamming primary attack to build "mana" for your main skills, and using your skills sparcely yet in most of these types of games that is never the case.

To preface, the devs last aRPG (Chaosbane) has a similar system where your main attack, builds up your "mana" to use your more powerful skills. However if anyone actually played that game more then a few hours they would know that by mid to late game your passives, gear, stats and other things allowed you to consistently use skills without even using the main weapon attack so the "generator" part was nullified based on your build.

While we don't know how endgame characters will play/feel in this game, I'm pretty confident that the core gameplay loop will evolve to more skill usage and less primary attack usage (unless you want to build your character that way).

So lets all wait until EA where we can level some characters from scratch before assuming the entire gameplay loop never evolves from the generator/spender type of gameplay.
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Mana system feels similar to Last Epoch except also has generator skills like Diablo
Mike 22 Feb @ 4:48pm 
Originally posted by Casul Gamer:
Mana system feels similar to Last Epoch except also has generator skills like Diablo

I agree which is why I'm so confused people are being overly negative on that aspect of the game. In most aRPGs that have attacks that generate "mana" for skills, by endgame you rarely ahve to do any "generating" of anything and your able to use your abilities much more freely, within the skill cool down of course.

As an example in Chaosbane (the devs last aRPG) by mid game to endgame your primary generator skill is useless, unless you want to build around that aspect, and your able yo use skills as freely as you want.
Hell if anyone took the time to try and move the skill glyphs around themselves they'd have realized you can slot in a lot of "generate energy on hit" for skills like Whirlwind and Valiant Charge. The only exceptions are the Class Gimmick skills (Fuel for the Lance guy for example) which *seems* to generate faster based on Energy spent? Barbarian had the ice meter for it's leap and frost runes
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