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A post that has both pros and cons is better than a post that has only pros or only cons (or stubbornly defends one option) ;)
Added 1 minute ago Nargott
In my opinion, the only limitation on connections should be that they should be easily associated, therefore memorable and understandable. Whether the association is based on the enhancement of the same action, a common object, a common element, or even the name or out-of-game meaning, is not very important.
Finally, the opinion has been changed) The most interesting connection is mechanical, because you can come up with anything based on the names of the skills, change the icons, but you can't change the embedded parameters (except for their strength) ;)
Added 9 minutes ago In terms of reducing randomness, the following scheme is good (provided there are at least 5 skills): ___2-3 1= ___2-3 But it doesn't work because of the heterogeneous skills (but thank you to the developers for making many of them, it's more interesting to play with heterogeneous skills).
Added 48 minutes ago I mentioned that the main task of the "binary" system (2 basic skills) is to maximize the probability of getting the basic skills that determine the upgrade path. But the problem is that the second skill (if you level up in one school) will constantly be offered instead of the next ones in the path. If the game had a priority for developing both of the proposed skills, then, in this case, it would be better.