drsalvation wrote: »
Again, that's why I'm asking what's your build that requires you to switch out gifted rider?
If you're crafting, you're not riding
If you're farming, you're not riding either
If you're robbing, you're not riding.
drsalvation wrote: »
Again, that's why I'm asking what's your build that requires you to switch out gifted rider?
If you're crafting, you're not riding
If you're farming, you're not riding either
If you're robbing, you're not riding.
This is plain not how the game has been set up. It's super niche (though in present company you might not realise) to devote all your time to farming, or stealing, or crafting.
Let's give a more typical example of how the game is played.
- You select a quest in your journal.
- You ride out from the wayshrine on, yes, that certainly looks like a mount.
- Along the way you see a node, because they didn't place the nodes in Nodelandia, the zone exclusively dedicated to farming with nothing but nodes.
- You get off the mount and harvest it.
- You get back on the mount again and ride to your quest destination and do the quest in a delve.
- In the delve you open some containers. Who knows, there might be a furnishing plan.
- You ride back to town to turn the quest in.
- On your way you see a treasure chest. You get off to open it.
- And on the outskirts you get off your mount to pickpocket a random NPC because they did not put all pickpocketing in Stealingworld.
Rinse, repeat.
So, unless the green tree was designed to cater only for the niche players who literally dedicate whole characters to doing nothing but the one activity over and over again, it does not match how the game has actually been designed and how people play it. In the -- very typical -- jaunt described above it would be plain nuts to be constantly changing your slotted skills. And, yet, that is what the green tree needs you to do if it's to be useful.
It is badly designed and made the game noticeably more tedious to play than the system it replaced.