This concept has a lot of potential and some great possibilities for the Legend of Zelda. I've played a few games where a "skill tree" of sorts was included, and actually enjoyed having the opportunity to strengthen certain fields as the game grew harder. For a casual player like myself, I'm always in want of a way to stay equal with the power of my virtual foes. Zelda has given me that opportunity through attaining new items in most instances, and learning new skills in others. These are always effective methods to "empower" Link; but a new feature that complements the formula never hurts.
So...I'm thinking that a "skill tree" supplies itself with the experience that the player garners on their adventure. In order to be able accumulate these points, they must kill certain foes (the harder they are, the more they get) or complete objectives that NPCs distribute. Once this is done, they'll have the ability to scour through a menu of "branches" [or in other words, catagories] and deduct points as they see fit. The skill tree can be used to upgrade weapons, attacks, magic, defense/offense variations, and individual pieces of armor, which I've been wanting to see added for a long time now.
A factor that goes against this method is the prospect that it might be copying other games, such as Skyrim or an experience system similar to the Legend of Spyro's. However various franchises have been borrowing from Zelda for years and I've never heard a big fuss about it on Nintendo's part. Henceforth there's an abundant chance that nothing would come from this except for outcries from other-series fans. Even then, I don't see why they wouldn't implement it.
Here's to hoping for a skill-tree system. :yes:
The killing enemies to get exp... I don't want to have to grind in Zelda.
Now a better way to fit the style of the game with out changing it, is say when ever you complete a piece of heart or get a heart container, you also get a skill point to spend or something like that?
edit:
My idea for simple trees that don't add too much complexity but plenty of customization. The Tree's would each have 3 straight lines going down in them that meet at the bottom for a special passiv
Martial Tree, Magic Tree, Tech Tree (makes better uses of his gadgets)
Martial Tree could have sword skills / shield skills, bow skills, and other weapons perhaps, and a passive at the bottom that'll grant like double sword/bow dmg (it would require you to focus soley on the martial tree to be able to get it by mid/late game)
Magic Tree
This would actually add spells to cast.
Well different type of magics obviously
Destruction, White Magic (buffs/heals/ dmg/repel undead), And Utility Magic (buffs like speed buffs, transformations, teleportation, water breathing)
And of course the bottom perk at the tree would be like, half mp consumption.
Tech Tree
This one would be like all passives, that enhance Link's use of gadget he finds, like faster draw time on his hookshot, or bombs can now hurt armored enemies cause he puts like shrapnel in them.
By the end of the game with all 20 heart containers, you would have 20 points to spend , (starts the game with 3, but like after the tutorial area he's allowed to actually spend them). At any time in the game Link would be allowed to talk to an npc and unlearn everything so he can reallocate his points if he's not happy with them, this would cost a decent amount of rupees.