Giras Wolfe -> Skill Separation (3/10/2013 18:22:37)
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This issue has come up in miscellaneous places, but I think it needs its own thread. Problem: No skill is overpowered by itself. Its the combination of skills in a skill tree that allows them to be overpowered. The same passive or active skill may have a completely different function and effect in two different classes. For example: Buffing Reroute to keep up with the bloodlust buff may be necessary to help Tech Mages, but may make it too easy for tactical mercinaries to heal loop because of Mineral Armor. Similarly, the recent buff to bloodlust may have been necessary to keep blood mages afloat, but caused issues to arise with Bounty Hunters because of the higher damage output from smokescreen. Solution: Skill separation. That is, giving skills in "evolved classes" a different name and appearance but exactly the same effect. For example, giving Blood Mages a skill called "Acotyle's Wrath" or "Blood Magic" or something like that with the same effect as Bloodlust, but if necessary the exact % damage can be tweaked for one class without affecting the other. First of all, this would give evolved classes a more distinct identity and give them more potential to be unique in the future. (That is, if we want a CH malfuntion to scale with a different stat than an TM malfunction, that could be done easily.) Secondly, it would make balance tweaks much more precise and effective. Third, it would help allow distinctions between "primary" and "secondary" passives. For example: Bloodlust, Reroute, and armor enhancers are "primary" passives because their effects are powerful game changers. Shadow Arts, Adrenaline, and Deadly Aim are all secondary passives because they are helpful but not necessary to play that class. The reason Tactical Mercinaries were nerfed to death is that they received two Primary passives. Now, the whole classes skill tree has been reduced to crap because having two primary passives is too powerful. Skill separation would make it possible to have a secondary passive version of the same skill -- that is bloodlust or reroute at a significantly lower % so they can be given to a class that already has a good passive. I'm not saying such a thing is necessary in the game right now, but the ability to give a class a strong primary passive then tack on a mini-bloodlust or mini-reroute would be helpful as the game develops. If this isn't already on the devs to-do list, it should be. Its an important step for balance.
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