Passive Bonus (Full Version)

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Cookiesaregood -> Passive Bonus (12/10/2015 16:08:13)

I have an idea of returning passives. If it returns you could

1. Cost 2 skill points rather one per level

2. Give a Bonus for each point you have off the passive skill

3. Automatically implemented into each class

4. Add a disadvantage to it
Ex: Make physical dmg 10% stronger
Increase energy cost

There a lot of ways to make passives viable.




Therril Oreb -> RE: Passive Bonus (12/10/2015 16:52:38)

Having the above would actually make no difference.
Either it would make passives completely inviable since it costs too much to be worth it or it would do the same where passives are the end all be all.

Simply having passives back the way they were would not change things. People would go back to builds before that.

If passives were to return (And staff have no intention for that up to today) it would have to be remade completely.




Exploding Penguin -> RE: Passive Bonus (12/10/2015 19:04:23)

The thing about passives is they typically need a separate tree because they're only treated as 2 ways otherwise:

1. Invest all/almost all points into a passive skill first then administer the points to the rest of the tree
2. Dump unused points into the passive and treat it like an afterthought that just gives free bonuses




Remorse -> RE: Passive Bonus (12/10/2015 22:41:52)

^The first point is fine, it means that they consider that an important part of the build just like getting any other skill they need for it.

The second point is where the supposed problem is but could that not be because the skill tree is flooded and there are to many points for builds to be optimal and not enough turns or energy nor long enough cool downs for the optimised skills/ turns to justify leveling certain skills past a point if at all.

What if the players were given say 4-5 different and unqiue passives per class per the same skill tree. A pure passive builds would be pretty unefective, infact its likely the investment into activatables will remain largly unchanged however now the player is forced to place these remaining un-needed for actiatable point into certain passives but to fully optimise this choice is now limited to which passives they chose and build variety becomes large again.




Exploding Penguin -> RE: Passive Bonus (12/11/2015 1:06:20)

I'm hesitant to consider passives in the standard tree a good idea anymore unless, as you said, it expands the actual whole tree and adds another 3 skills in total. The main reason is that focus builds are already basically full-passive builds since their core is just maximized stat efficiency with a "robot damage boost" passive. Stick full passive builds on this class and we get the broken old BM focus build near the end of delta that's just too difficult to deal with.

There's also the other fact that, aside from possibly being harder to implement, I think there's no reason to not include passives in a separate tree since it just has more benefits and potential for the future than including passives into the current skill tree.




Remorse -> RE: Passive Bonus (12/11/2015 1:37:38)

I mean a seperate tree would be awesome too. I know you and me both have made some good suggestion on that end.

However There is still the problem of left over skill point in the current tree. I think passives were mis interpreted as must have, when their high investment was a by product of too many skill points.
Im starting to think now that having passives in the main tree was actually bebeficial to build variety but simly needed more passive choices for there to be more visable variety.

I'll make a more in depth post about this when i get home.





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