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Passive Removal Implications

 
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11/29/2014 2:35:54   
Remorse
Member

First off, this is not a thread to ask for passives back (because these threads get instantly locked) rather discussing the implications of the removal and where to go from it.


I wanna first start by saying that their small reasoning for removing passives (because it was too high priority over other skills) is fair enough, however this does not excuse the statement excluding the concept of passives in the future.

What I can't wrap my head around is the fact that they say, "we will never bring back passives" which apparently includes a separate passive tree which would solve the initial problem. WHEN PASSIVES STILL EXIST IN THE GAME...

"We will never bring back passives".... except for the ones already in the game???? Passive cores I am talking about...


Anyway moving on from this, lets talk about the implications.

IMPLICATIONS

-Build creativity is low, the very few build styles that work are very similar in nature and have similar styles, most for example revolve around using the spam-able energy manipulation skills whenever possible resulting in a never ending cycle of draining each other.


-Class identity is extremely low, passives game each class a personality which has been taken and actually makes balance more frustrating as because things are so similar balance becomes even more important as it becomes far too comparable... example "Tech mages drain is better the class..." This never was an issue before because people knew energy manipulation was part of the class identity

-Energy manipulation skill have the same issue as the old passives, they ar too important and are must haves for most classes, as least as much as the old passives ever were.


RESOLUTION



-They need to fix class identity by making more unique skills for classes and allowing ways for different build styles to exist viably.


-Energy flow is an extreme issue, it is basically a must have requirement for each build to use and it needs to be looked at.



What do you guys think?
Discuss.


Epic  Post #: 1
11/29/2014 6:42:35   
suboto
Member

True most definitely

-All classes shield moves are similar except

-some cant be nerfed with azeral
-1 is def/res in 1 skill

-2 classes have physical grenade
-2classes have energy grenade
-every 2 classes have same multi
-every 2 classes have same finisher
-2classes have shadow arts
-2classes have same posion style move
-merc has blood commander and tlm has the out dated version


now how to open the field for more variety:

1st- merc- Physical multi tlm- energy multi tm- energy multi bm- physical multi bh-energy multi ch- physical multi
^
that would awaken class identity

2nd- bh- claws animation does posion and ch- gun animation does posion
^
would spice up the classes abit more

3rd. Merc- works greatly with blood commander due to 3-4 moves and the added effect of hp gain. tlm- field commander how ever is broken due to only 2 moves and no hp gain.
^
I feel field commander should have some added bonus like energy gain to improve the outdated skill overall

4th uncertain about grenades at this time

5th- the finishers make class upgrades opposite of pervious dmg type finisher
^
more class identity here

6th- shadow arts uncertain


On a side note: what if: field commander/ aderline / shadow arts / mages ignore def %'s move all were changed to 1 juggernaut only skill?
Epic  Post #: 2
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