Xendran
Member
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I miss having a fairly consistent amount of resources to work with, with fairly restrictive negative energy manipulation. A great example is the focus BH build i made in the video "Lets Kill People" with the win streak. While the build was overpowered, and should not have been able to exist, it did embody my favourite playstyle: incorporating as many counters as possible, while maintaining high consistency. (This build used essentially the whole BH tree, minmaxed to create energy-perfect combos designed for fighting all the regularly encountered builds) There were only a small number of ways to remove energy. While they were potent, they also cost a turn in a way that held serious value, and a build like the one I had (focus had +5 damage at this phase) would still be able to take advantage of the turn advantage when energy got stolen. This meant that energy stealing was an interesting decision the other player had to make, based on what their situation in the fight was. It was not something you did every fight, and not something that was a given as a guaranteed good action. There were many times as a hunter where you didn't want to use EMP because of the fact it puts you a turn behind on HP damage, but other situations it could save you. This restriction on energy removal also created a deeper importance to the amount of energy you had, and allowed you to rely on various types of combos more accurately. This was taken further by considering the level of energy skills that other people use, and what your options become when you get hit with one. The game still had loads of balance issues, but there was a lot more depth and decision making in the combat. I always was thinking a few turns ahead, and through a few possible different situations that could happen. There was a higher level of interactivity and build diversity because of this. In regards to passives, they definitely were a very enjoyable and class-defining aspect of the game that drew players towards their preferred class. While they were not implemented well, they has the right idea going: Each class has two passives. You can either focus in one, or get a medium amount of both. The only issue here is that they shared the same points as skills. If they were moved off to the side, and you were given 10 "Passive Points", this would have been the ideal way to handle it. It perfectly incorporates the idea of either maxing one, or having a mix somewhere in between, while not interfering with other skills. I think epicduel made extremely large missteps with both of these decisions, and their outright refusal to even consider implementing a proper passive system definitely seems to have held the game back in irreversible ways. Passives are at the core of modern RPG character customization, as they let you not only choose what skills you want, but also how you are going to use and scale them. This adds an extra layer of character depth and identity in a combat-focused game that helps reinforce both the idea of class identity, and feeling that your character is your own personal customized one.
< Message edited by Xendran -- 1/13/2017 7:31:11 >
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