kofeiiniturpa asked:
In the first Pillars the character progression was rather straightforward job of building the most efficient combat squad. With PoE 2, do you have any intentions on broadening the spectrum on non-combat interactivity (e.g. more non-combat skills to further the world/item/NPC interactivity and reactivity in ways that don't necessarily have anything to do with how well the party can kill stuff)?
Yes. After a long (long) process, we’ve expanded the skill system. I’ve said many times that skill systems in class- and party-based games are difficult to design for a lot of reasons. This revision was no different, but I think people will like the changes we’ve made.
Here are the basics:
* Characters gain separate skill points for
active and
passive skills. Active skills are any skills that can be used actively during gameplay, either directly or indirectly (e.g. Athletics, Stealth). Passive skills are all of the skills that are called on by dialogues and scripted interactions (e.g. Religion, Metaphysics, Streetwise). This division of “currencies” means that characters aren’t forced to choose between combat and non-combat applications.
* The overall skill list has increased significantly. Since I’m at home, I’d rather not throw out of a number, but it’s quite a bit higher, with most of those skills being passive.
* In most circumstances, party members can grant bonuses to the main party member performing an action. The math is a little complex, but the end result is that nothing is really redundant. It the very least, you’ll gain a marginal bonus if multiple party members have points in a skill.