Class Passives (Full Version)

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GearzHeadz -> Class Passives (1/28/2014 22:00:43)

Ever since the passive to active update, a ton of variety has left the game. Which is why we need a passive system back, giving each class a unique edge, while producing diversity and not overpowering each other. My idea would be class passives. These would be passives that each class has, but does not take up room on the skill tree. The passives would be in between regular skills and unlock with level. I'll give some examples.

BH: 3% Chance to block, 3% damage dealt to health
CH: 3% Chance to block, 3% damage dealt to energy
TM: 3% Damage received to energy, 3% damage dealt to draining enemy damage
BM: 3% Damage dealt to health, 3% damage dealt rage increase
TLM: 3% Damage received to energy 3% damage dealt to draining enemy damage
Merc: 3% damage dealt rage increase, 3% damage dealt to energy

If we even had just small things like this given to each class, it would produce way more diversity and give classes something unique back to them. These are just rough ideas I produced out of something that we've had similar in the past to each class' passive skills. I think these would greatly benefit classes, and fill in gaps where certain builds wouldn't work, allowing new options to be able to be produced. Of course these would need to be balanced between classes, so some classes don't have suburb passives over others, so reasonable amounts of each should be decided upon.

Do you agree/disagree with a system somewhat like this? Have any better ideas? Post em here.




Xendran -> RE: Class Passives (1/28/2014 22:07:25)

How exactly would it produce more diversity? I see nothing here but flat buffs to every single build, leaving everything exactly the same. Well, except bludgeon mages, which become even MORE overpowered with this due to percentage scaling EP on every hit...




GearzHeadz -> RE: Class Passives (1/28/2014 22:29:16)

If there happened to be a gap in any build, instead of investing points in one area that you don't necessarily want, you could put them where you'd rather have them. It wouldn't be exactly the same because each class would have different passives. (And TMs still need an energy control fix... I'm hoping that it will be fixed)




noremako -> RE: Class Passives (1/29/2014 4:16:23)

Perhaps a more diverse idea would be a few passives for each class. For example, to encourage all sorts of builds, you could choose to other give unblockable skills a buff in damage (percentage wise), the side arm a more noticeable buff in damage (also percentage wise, probably a Deadly Aim level buff) or a Reroute effect. This would encourage a multitude of very different styles of builds without actually limiting the scope of the actual builds in particular. The flat buffs doesn't encourage variety simply because they add a single universal effect that doesn't add to any build in particular, and don't have a relevant importance to anything really.




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