Earth Dragon
Sergeant

I going to work on a mod that re-balances the Skill tree a bit and wanted to start a discussion on what people's general thoughts were. Please reference the OP and follow-up post for updates if coming in and out of the discussion.
The Skill Tree in Bannerlord is honestly pretty good. It does so much more right then it gets wrong. There is very little waste to the player when thematically using the character creator (I didn't say it kept you min/maxed. Just that there was little waste.), Party size increases are super vital and are spread all over the place, and all the roles (scout, QM, etc) have Perks littered about that make them specialized in different ways. But there are definitely some imbalances that I would love to address.
These are some major bullet points I would like to cover:
- Adjust Perks so that the top half (VIG, CON, and END) focus on quality of troop and the bottom half (CUN, SOC, and INT) focus on quantity. Stewardship and Medicine being associated with the same stat category but giving large boosts to quality and quantity throws the entire pool out of balance. Medicine's final skill will be replaced, and Armor, HP, and similar buffs will be sprinkled around the top half. There are plenty of thematic and legitimate ways to do this.
- Replace all the final weapon perks and give 2H a 275 perk. Most of them just essentially give you a "double" default bonus. That's not a lot of incentive to actually invest the needed stat and skill points into those categories to get there. If 2H gave you hardier infantry due to the type of person who would naturally sign up for one of the world's greatest battlefield terrors, there would be a solid reason to BE that terror.
- Bolster Blacksmithing with Quartermaster, Governor, Engineering, etc effects. Renowned smiths would have the "know how" and contacts to gain benefits. A governor could improve workshop productions (stolen from trade and replaced) and improve militia due to better equipment, and a quartermaster could potentially help re-place troop equipment while resting in town to some effect.
- Add Scout Bonuses to the Riding and Athletics tree. Scout is by far the skill with the least amount of supplemental help from other categories. I would like to change that. Riding in particular has an obvious spot where one could be added/stolen from the scout tree and replaced over there.
- Re-arrange Scout Skills (and others if needed) to ensure nothing is wasted during character creation. Scout is the most obvious offender in the "wasted skill" category. Most categories have a perk with each of the first two selections that would benefit the player. But if I choose an option that gives me a point in Cunning, that allows the first perk to unlock, it then leads to nothing when I level up scout as it's first perk selection only applies to if you are assigned as the scout. Since you can get the first perk with just a single added point to the stat category, and the first 2 with a single pip in that skill, I want to have a personal benefit as apart of a perk in those first two selection to eliminate that feeling of waste anywhere and allow players to make as many thematic choices as possible and not be push to min/max
- Get rid of the existence of any "no brainer" final perks. Leadership, Charm, Stewardship and (as already noted) Medicine all need some sort of adjustment. Leadership may be able to get toned down naturally by adding things to the Control and Vigor trees that offer alternatives in that "quantity versus quality" to where you'd rather get 275 perks there, as well as if Charm (which will likely get chopped in half) getting toned down, pulls you away from that being a "no brainer" stat line.
- Increase Some options to 3 where appropriate. There are instances where only two options doesn't fully make sense. The most obvious is on the Scout tree LVL 75 perk, you choose between Desert and Forest. A Third option (Snow at this stage, as that covers all other sections of the map) would allow for characters to pursue a theme. Having a Desert Born Sturgian because you want the Governor perk hurts theme.
- Create a companion mod that re-balances skill XP progression. I'll just mention this here, but I'm not looking to "speed up" the process for the speed runners. If anything, in a game with legacy options, some categories can be slowed down to where you are getting those 275 perks around the time you are hitting Clan Tier 6. But there needs to be more alternatives to leveling some skills and increases for companions in particular. Adding 1-3 categories each task/mission that gives you and your companions XP, getting tactics XP from playing board games, improving riding and athletics xp from moving around the map (probably by just checking the civilian slot and giving bonus XP as to how that is set up), decreasing charm XP for clan relation improvements, and decreasing "long bomb" hope I hit shots with bows and crossbows (to of course include the riding and athletics XP associated) would all be highlights.
Thanks for the feedback participation and again please reference the first couple posts in the future before jumping back in!!
The Skill Tree in Bannerlord is honestly pretty good. It does so much more right then it gets wrong. There is very little waste to the player when thematically using the character creator (I didn't say it kept you min/maxed. Just that there was little waste.), Party size increases are super vital and are spread all over the place, and all the roles (scout, QM, etc) have Perks littered about that make them specialized in different ways. But there are definitely some imbalances that I would love to address.
These are some major bullet points I would like to cover:
- Adjust Perks so that the top half (VIG, CON, and END) focus on quality of troop and the bottom half (CUN, SOC, and INT) focus on quantity. Stewardship and Medicine being associated with the same stat category but giving large boosts to quality and quantity throws the entire pool out of balance. Medicine's final skill will be replaced, and Armor, HP, and similar buffs will be sprinkled around the top half. There are plenty of thematic and legitimate ways to do this.
- Replace all the final weapon perks and give 2H a 275 perk. Most of them just essentially give you a "double" default bonus. That's not a lot of incentive to actually invest the needed stat and skill points into those categories to get there. If 2H gave you hardier infantry due to the type of person who would naturally sign up for one of the world's greatest battlefield terrors, there would be a solid reason to BE that terror.
- Bolster Blacksmithing with Quartermaster, Governor, Engineering, etc effects. Renowned smiths would have the "know how" and contacts to gain benefits. A governor could improve workshop productions (stolen from trade and replaced) and improve militia due to better equipment, and a quartermaster could potentially help re-place troop equipment while resting in town to some effect.
- Add Scout Bonuses to the Riding and Athletics tree. Scout is by far the skill with the least amount of supplemental help from other categories. I would like to change that. Riding in particular has an obvious spot where one could be added/stolen from the scout tree and replaced over there.
- Re-arrange Scout Skills (and others if needed) to ensure nothing is wasted during character creation. Scout is the most obvious offender in the "wasted skill" category. Most categories have a perk with each of the first two selections that would benefit the player. But if I choose an option that gives me a point in Cunning, that allows the first perk to unlock, it then leads to nothing when I level up scout as it's first perk selection only applies to if you are assigned as the scout. Since you can get the first perk with just a single added point to the stat category, and the first 2 with a single pip in that skill, I want to have a personal benefit as apart of a perk in those first two selection to eliminate that feeling of waste anywhere and allow players to make as many thematic choices as possible and not be push to min/max
- Get rid of the existence of any "no brainer" final perks. Leadership, Charm, Stewardship and (as already noted) Medicine all need some sort of adjustment. Leadership may be able to get toned down naturally by adding things to the Control and Vigor trees that offer alternatives in that "quantity versus quality" to where you'd rather get 275 perks there, as well as if Charm (which will likely get chopped in half) getting toned down, pulls you away from that being a "no brainer" stat line.
- Increase Some options to 3 where appropriate. There are instances where only two options doesn't fully make sense. The most obvious is on the Scout tree LVL 75 perk, you choose between Desert and Forest. A Third option (Snow at this stage, as that covers all other sections of the map) would allow for characters to pursue a theme. Having a Desert Born Sturgian because you want the Governor perk hurts theme.
- Create a companion mod that re-balances skill XP progression. I'll just mention this here, but I'm not looking to "speed up" the process for the speed runners. If anything, in a game with legacy options, some categories can be slowed down to where you are getting those 275 perks around the time you are hitting Clan Tier 6. But there needs to be more alternatives to leveling some skills and increases for companions in particular. Adding 1-3 categories each task/mission that gives you and your companions XP, getting tactics XP from playing board games, improving riding and athletics xp from moving around the map (probably by just checking the civilian slot and giving bonus XP as to how that is set up), decreasing charm XP for clan relation improvements, and decreasing "long bomb" hope I hit shots with bows and crossbows (to of course include the riding and athletics XP associated) would all be highlights.
Thanks for the feedback participation and again please reference the first couple posts in the future before jumping back in!!
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