Post by drspendlove on Dec 10, 2017 7:11:55 GMT -5
I'm wondering why there are (a very small number of) "stub paths" on the RQ tree. By stubs I mean paths that unlock no skills, and no relics, but simply gear for a short path and then terminate. I can think of two off of the top of my head: One with some heavy armor/weaponry near the Hydra/Neptune paths, and another short one near the Paladin/Berserk paths.
To be clear, I have no complaint with these. I just wanted to glean a little insight into the game design decision for these paths before I start suggesting additional gear I've been thinking of, which may or not belong in paths such as these.
Ah, so they aren't interim locations for equipment that will eventually be moved to other expanded content once it is available. Cool. That's good to know.
Some of them have been turned into larger branches, some are scheduled to stay. If everything is put on the path to the end of a branch, all options are removed. Your RP spend is forced to be like the next players RP spend. Therefore, we made some things, especially relics, optional but moving them into small stubs. Throughout the process of expanding the RP tree, we have added more stubs.