edwardvulture
Member
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Problems with current skill tree: no passives, 0 energy/0 energy costing skills> every other skill (you can think of more) Solution: Split the skill tree into 2 categories and limit investment of skill points of each in accordance with level...and possibly legendary ranks if they remove every other buff. 1. Passives/0 energy Skills (Let's call the free skills) ex. (old Hybrid Armor)...(Blood Lust)...(static charge)....(static grenade) etc. 2. Active/energy costing skills (Let's call them cost skills) ex. (heal)....(new hybrid armor)....(EMP grenade) ex. Level 40 Legendary character has 20 skill points that are able to be invested in the 1st category and 30 points in the 2nd category. With this proposed idea, each class has 4 passive/0 energy skills and 11 active/energy costing skills (or some different numbers because I really just made this part up) The rationale for 4 passives/0 energy skills? FUN... Well for example, TM can have reroute, DA, battery backup, and assilimation. While BH can have static grenade, (old)shadow arts, bloodlust, and 0 energy cheap shot. Players would need to think critically about which skills to invest and etc. The rationale for 11+ energy-costing skills? Well, if that was the case, we would be able to have 2 different kinds of multis that scale on different stats on every class. For example, on the BH in addition to multi-shot, there could be a skill called surprise pistols that is physical and scales on tech. There could even be a multi that scale on strength... This could possibly make any type of stat spamming viable and also have balanced builds with equal stats be competitive at the same time. Also, we might want skills to be invested beyond 10 points w/ formulas for scaling it.
< Message edited by edwardvulture -- 3/8/2014 22:10:28 >
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