Ooh thats interesting, yea I didn't want to cover every change to all the weapons, I did that originally and the video was way way too long and turned into an audio book lol. I probably should have picked out bigger changes like the one you mentioned and showcased those more. Good learning experience for me, thank you!!
I can't believe they didn't rework musket trapper tree. With the stamina and dodge changes, I guess Stopping Power is buffed but Sticky Bomb needs its passives updated.
Totally agree, I think more of the trees need some changes to bring them up in usefulness. Hopefully with the influx of console players AGS will get more feedback and push for more changes.
Thats a good question, my personal guess is Damage, Utility and Healing/Support. The red being damage skills, the Blue being utility skills and the green being healing/support skills.
whats the purpose of this vid? i was hyped, thinking this was a comparison, of the weapon changes/differences, between live and beta.. But, all u do is show and talk about what has visually changed opticaly in the tree.. thats barely important or relevant even!? dont clickbait like this, u wont get followers this way..
I appreciate the call out, originally I was going to do a deep dive into every passive and active talent for every tree. However, with the beta weekend only being a few days it was challenging to level every weapon far enough to put points into them to actually show gameplay of the changes, so I had to rely on just screenshots of the talent trees. This turned the video into a nearly 1 hour slide show of me talking about numbers. Excuses aside, I am still learning this RUclips thing and have improved on this in some newer videos using the description with timestamps to upload longer videos going into more detail about aspects of a game, it's still not perfect and I have a ways to go. Hopefully if you do come back for future content the quality and information is up to par.
No more ammo. Makes it easier to manage, but otoh making arrows was useful for skilling engineering.
On SNS you missed a huge change to whirling blade. It does different stuff based on armor weight.
Ooh thats interesting, yea I didn't want to cover every change to all the weapons, I did that originally and the video was way way too long and turned into an audio book lol. I probably should have picked out bigger changes like the one you mentioned and showcased those more. Good learning experience for me, thank you!!
I can't believe they didn't rework musket trapper tree.
With the stamina and dodge changes, I guess Stopping Power is buffed but Sticky Bomb needs its passives updated.
Totally agree, I think more of the trees need some changes to bring them up in usefulness. Hopefully with the influx of console players AGS will get more feedback and push for more changes.
Whats the purpose of the weapon skill picture colors? Any idea?
Thats a good question, my personal guess is Damage, Utility and Healing/Support. The red being damage skills, the Blue being utility skills and the green being healing/support skills.
@@FateOdinGaming definitely a good thought!
Rats Return!
whats the purpose of this vid? i was hyped, thinking this was a comparison, of the weapon changes/differences, between live and beta..
But, all u do is show and talk about what has visually changed opticaly in the tree.. thats barely important or relevant even!?
dont clickbait like this, u wont get followers this way..
I appreciate the call out, originally I was going to do a deep dive into every passive and active talent for every tree. However, with the beta weekend only being a few days it was challenging to level every weapon far enough to put points into them to actually show gameplay of the changes, so I had to rely on just screenshots of the talent trees. This turned the video into a nearly 1 hour slide show of me talking about numbers. Excuses aside, I am still learning this RUclips thing and have improved on this in some newer videos using the description with timestamps to upload longer videos going into more detail about aspects of a game, it's still not perfect and I have a ways to go. Hopefully if you do come back for future content the quality and information is up to par.