@HuyDong62294470 I see what you mean, but personally I don't really agree with this. It's a co-op game: having to rely on others and to work together is an important part of it. And none of the talent items are mandatory to have: you don't _need_ to always have access to all of them.
@HuyDong62294470 Also, we're planning on making the bots' crafting recipes usable too, so you can unlock recipes by giving talents to bots.
@HuyDong62294470 I honestly don't quite see why it's a bad thing you can't craft every single recipe. The way I see it, it's no different from not being able to install every single turret on one submarine - you need to consider the pros and cons of each and choose the ones you need the most.
@heretolookatar1 I think I see what you mean, although the way I would put it the new talents are less overpowered. I'd say previously many of the talents we're _too_ meaningful, making some of them absolutely essential and giving you ways to become a nearly indestructible killing machine.
@Fierian_ @Tn4_lol We're definitely keeping a close eye on the opinions of the community, and have and will still adjust things based on the feedback. That being said, I don't think we can please everyone - eg. restricting the talent selection to 1 specialization seems to be a very divisive change.
If you haven't gotten around to testing the new talents in the Unstable branch, you can check out our latest blog post for some more info on what's coming in the next #Barotrauma update. #gamedev #indiegam
@EvansJamieevvie I agree, we've also come to that conclusion after testing the talents a bit more. We are considering different ways to address that atm.
@sugerMrTang: “The captain's job is to wipe everyone's ass.” #Barotrauma
@Fierian_ That is a problem in itself, and something we should improve before the talents are released to the public. In my opinion allowing all of them to be unlocked is not a solution to unbalanced talents.
@mmmcrabs That being said, there are still ways to unlock talents outside the "normal" selection, for example with an Endocrine Booster or assistant talents.
@Y09waAZ2ffSai4u That is basically one of our goals with the talent system. Each character should have their own specialties; everyone shouldn't be great at everything.
@cr9XlBA1kVQEq29 I agree we could use some more monsters still, but I disagree about there being no difference between the beginning and end. New monsters are introduced in every biome, and by the end of the last biome, you should've encountered 30 or so different types of monsters.
@mmmcrabs And no, I'm afraid there won't be a way to choose two trees. That was an intentional design decision: now you need to choose one specialization instead of being able to become good at everything.
@mmmcrabs We've got a 3rd tree coming up too, but the talents in that one relate to some upcoming faction changes, so we've left it out until now until the faction overhaul is done.
@Tn4_lol There's been some changes to all the clown talents, and some completely new ones. Overall we've tried to make the clowns a little less OP.
@atakangoek1 There's basically two tiers of these "generic" talents: you can pick 2 from the first tier, then 2 more from the 2nd tier, and after that you can unlock one of the "specialization" trees.
@BeardedDargon Yep
If you're curious about the talent overhaul I teased in the previous tweet, it's now testable in the Unstable branch (instructions on accessing the branch here ) #gamedev #IndieGameDev #barotrauma
@Maidforbattle Yep, there will be a bunch of new ones that unlock new items, and I'm glad you noticed the mecha icon. ;)
@Maidforbattle We're not planning any big balance changes to the monsters, although we do small adjustments to them in almost all updates. The reworked talents will hopefully be a lot less overpowered though!