Ashari
Inconceivable!
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quote:
Lastly, passives can be used to judge the power of a class since they are 99% used in builds, depending on which passives a class has, is key in judging the overall power of the class. This suggests a problem that passives may be too useful when 90% of builds employ one or both of a class's passives, as is often the case. The passives do have a unique purpose that supplies a constant bonus throughout the battle, whereas active abilities supply a bonus only on the turns used. If the case is that passives have become a must for any build, then there might be a problem in that they are too strong when you are required to have the passives to be viable. The point of the skill trees is to provide flexibility and choice in battle. Passives that are practically required in every build definitely reduces your options and makes most duels play out the same way and that's something that could use an overhaul. They are definitely an aspect of EpicDuel's combat that need revisiting, but removing them outright isn't the goal. Most of the passives should probably be weakened so they don't overshadow active skills as much as they currently do. Deadly Aim and Adrenaline are at a level I could consider acceptable for passives, but the two biggest offenders are Reroute and Bloodlust which are practically required in 100% of builds. I can't say anything definite is planned for the passives yet, but it's something I'll discuss with the development team for upcoming balance changes.
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