I see what they were going for with the skill trees but I think the best way to go about it is to have the choice of either like you said to mix two vanilla skill trees of your choice. Or each character having one tree made up of all their most iconic and unique skills, somewhat like what they have it now except don’t change what the skills do. Like making fist full of hurt simply a melee damage buff of 10% is pretty lame ngl, and zero not having kunai just isn’t zero if that’s true what you said about when he’s picked as the main character. So much potential but just needs a few tweaks
mr milk i figured what dark magic weapons in snowbound are. the spare parts mod makes them out be weapons that the game has constructed specifically to have the new element, as i cannot modify them with the spare parts mod
Well the skill trees have to be this way because the skill trees has to function regardless whether the class is the primary or secondary class. So they have to be disassociated from their respective action skills and melee overrides. For example, there is no way for Fistful of Hurt to work if your primary class is Maya. The 44 skill point thing is weird though and I wish they didn't nerf the power of skills that much.
@@WholyMilk yeah but I assume that like Wonderlands, the skill tree doesn't change regardless whether you choose Sal as your primary or secondary class.
oh it does change a little, i should definitely explain that more/better but it provides additional skills based on first class selected docs.google.com/spreadsheets/d/1arJpT_l0pu_0-sNd1I5JAk2IeWqWo3vgruCuRc1zWZo/edit?gid=0#gid=0 in here you can see the augments are the ones you get based on primary class
Can you do a run where you can modify and put every OP skill from each character onto Salvador? Like Sal with money shot, bore etc etc. That would be insane!
Yeah, this is a weird one. I guess I'd need to see the other skill trees for myself but it does kinda suck that there's only room for 2 "action skill augments" on the trees because it does limit how cool the mod can be. But yeah I think lightly modified vanilla trees might've been cooler. Like obviously you can't do full vanilla because of animation problems but still.
@@WholyMilkAlso looking at the skill trees some of the augment choices are just weird. Like without spoiling all of the characters, Maya gets 5 augments for some reason, and one of them is thoughtlock which I'm genuinely not sure if anyone's ever used in vanilla or modded.
I see what they were going for with the skill trees but I think the best way to go about it is to have the choice of either like you said to mix two vanilla skill trees of your choice. Or each character having one tree made up of all their most iconic and unique skills, somewhat like what they have it now except don’t change what the skills do. Like making fist full of hurt simply a melee damage buff of 10% is pretty lame ngl, and zero not having kunai just isn’t zero if that’s true what you said about when he’s picked as the main character. So much potential but just needs a few tweaks
absolutely
mr milk i figured what dark magic weapons in snowbound are. the spare parts mod makes them out be weapons that the game has constructed specifically to have the new element, as i cannot modify them with the spare parts mod
i can see a kreig base with zero as a bonus doing some high melee damage.
that could be cool for sure
babe wake up, new wholymilk playthrough!
lets go
ANOTHER SERIES LETS GOOOOOO 🗣️🔥🗣️🔥🗣️🔥🗣️🔥🗣️🔥🗣️🔥🗣️🔥
yessir
New vid less go
yessir
Well the skill trees have to be this way because the skill trees has to function regardless whether the class is the primary or secondary class. So they have to be disassociated from their respective action skills and melee overrides. For example, there is no way for Fistful of Hurt to work if your primary class is Maya. The 44 skill point thing is weird though and I wish they didn't nerf the power of skills that much.
your primary class is dictated by who you're playing, so you could totally use their unique abilities/overides
@@WholyMilk yeah but I assume that like Wonderlands, the skill tree doesn't change regardless whether you choose Sal as your primary or secondary class.
oh it does change a little, i should definitely explain that more/better but it provides additional skills based on first class selected docs.google.com/spreadsheets/d/1arJpT_l0pu_0-sNd1I5JAk2IeWqWo3vgruCuRc1zWZo/edit?gid=0#gid=0 in here you can see the augments are the ones you get based on primary class
Can you do a run where you can modify and put every OP skill from each character onto Salvador? Like Sal with money shot, bore etc etc. That would be insane!
that could be fun, i'll have to dig around and see if that exists
Yeah, this is a weird one. I guess I'd need to see the other skill trees for myself but it does kinda suck that there's only room for 2 "action skill augments" on the trees because it does limit how cool the mod can be. But yeah I think lightly modified vanilla trees might've been cooler. Like obviously you can't do full vanilla because of animation problems but still.
for sure, it'd be cool to try tho
@@WholyMilkAlso looking at the skill trees some of the augment choices are just weird. Like without spoiling all of the characters, Maya gets 5 augments for some reason, and one of them is thoughtlock which I'm genuinely not sure if anyone's ever used in vanilla or modded.
Is the 19:49 force spawn part of spawn multiplier mod or something else?
Borderlands Commander
@@WholyMilk never heard of it. I'll look it up, thanks.
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