Baron Dante
Member
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Yes, you would balance individual skills. However, right now, they balance classes, which also need to balance skills. Removing classes from the equation leaves only skills to balance. Now, this causes the need to balance the skills among a larger group of skills. Before, skills were a group. Now they are individuals, much like classes were. It will now be harder to actually balance them, especially when you have so much variety unexpected things WILL happen. Let's say the average amount of skills a player wants to cram to his skill tree is 6. 19 different skills means there would be about 2 million different skill combinations. This isn't accurate, of course, and will actually be much higher. Instead of the 6 figures to balance, they now need to do the same thing with millions of such figures. If something becomes good, everyone will go for it because there is no longer class change. No class change means easier build changing, as the retraining price shouldn't change (Since you can't really make this require class change kind of prices. If you choose terrible skills, you are stuck with those, and have little to no hope of ever recovering) Adding more skills causes a similar issue. Cores already show how just a single addition can break the entire game, more or less. Say, Azrael. It was useful for most builds, but Strength builds were able to blatantly abuse it to ridiculous level. Yes, it was nerfed later on, but it STILL left us in a different situation than what was before it. It adds another variable to a mix that needs to stay balanced. And, as I've said, precise balance becomes even more important. And, as much as I'd love to say this will bring creativity... heh, not for ED. The playerbase of ED is very largely going to rely on the safe and reliable (Read: Whatever works is fine, no need to think up anything original), which leaves only a handful of players to actually bring the originality.
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