Cadens Disciple -> Bucket of Ideas (1/13/2015 23:18:36)
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NOTE: STILL WORKING ON PASSIVE TREES. COMMENT WITH BALANCE NOTES PLZ. SORRY FOR THE WALL OF TEXT, BUT PLZ READ ALL THE WAY THROUGH! Hi guys, I'm Caden's Disciple and I've played EpicDuel since late beta on numerous accounts and classes. I instantly loved the bite-sized PvP with rich strategy, and have been hooked ever since. However, immediately following the implementation of Delta, I took a break for a while, coming back about a month ago to witness Omega. I believe this gives me a unique perspective on a couple of issues raised by many veteran players while also experiencing the new player experience. I will regularly update this thread, so keep posted as I make edits and adjustments. Comments are both welcome and appreciated. Enjoy! Things to remember: 1. This is an indie game with a small dev team. So many good ideas are coming forth that a major studio like EA would have trouble putting together in the time frame expected by players. Keep that in mind when asking for things like upgrading faction systems. 2. There has to be some discrepancy between your AVERAGE varium and your AVERAGE credit player. Or noone pays and the game shuts down. 3. This is a game that keeps its players entertained in no small way through bragging rights. 4. The passives-to-actives change, which many veterans have complained vigorously about, is likely here to stay. The dev's reasons are well-outlined and well-thought out, and I suggest you review them before you dismiss the change as entirely bad. 5. These are not my only ideas, and please refrain from posting unrealistic expectations, which I have scrupulously tried to avoid. Any commentary is good, I just don't want to waste space. :P General Changes: 1. +5 credits/battle (for reasons I will explain later) 2. Retrain cost/level down to 5 credits/level from 10 credits/level, capping at 200. 3. Faction leaders have daily win and avg wins/day view for their members. 4. “Advanced” Classes become free 5. EMP Grenade becomes significantly stronger in energy drain to compensate for cost. 6. Bring back PvP drops 7. Vendbots in Faction HQs, and maybe some Notebot updates. Class Changes: 1. Passive skill trees for each base class (Hunter, Mercenary, Mage) 2. Basic Skills for all classes, with similar functions at each tier (explanation later) 3. "Unlocked" skill trees So my primary focus here is on Class Changes, which have been a major point of concern with build diversity nearing an all-time low (stat abuse, tank or focus. Pick your poison- or rather don't, as double-poison focus is the bane of my juggernaut existence :(.) These changes hopefully give as much strategic diversity while having meaningful progression at each level while freeing up skill trees and simultaneously reinforcing a character's core identity. If you protest what I have identified as a class's primary role, feel free to comment. Basic Skills: These skills are unlocked with credits in addition to a skill point. You have the option to choose from any of the listed options in that level tier. Bounty Hunter and Cyber Hunter, for example, will have many overlapping skills but their identity differences come in their "Only"s and passive skill trees. Note that this disrupts the straightforward linear system most classes use for skill progression. Also, note that if a character has a particular skill unlocked that is common to multiple classes if they change classes that skill will be unlocked and free. Retraining does not give you free access to skills you have not paid for yet. Hunter: Base: Field Medic (Level 1) Cheap Shot (Level 1) and Grenade (Level 1, Plasma for Cyber and Stun for Bounty) Unlocks at level 2: Defense Matrix, Energy Shield, Dex or Tech Debuff, Energy Debuff Cyber Only: Static Charge | Bounty Only: Mark of Blood Unlocks at level 5: Multi-Shot, Grenade(Other one) Cyber Only: Plasma/Mineral Armor | Bounty Only: Reflex Boost/Technician Unlocks at level 10: Massacre, Venom Strike, Shadow Arts Cyber Only: Energy Parasite | Bounty Only: Adrenaline Rush Mercenary: Base: Field Medic (Level 1) Double Strike (Level 1) and Maul (Level 1) Unlocks at Level 2: Intimidate, Hybrid Armor, Plasma/Mineral Armor Mercenary Only: Blood Commander | Tactical Only: Field Commander (Now buffs support) Unlocks at level 5: Artillery Strike, Atom Smasher Mercenary Only: Bunker Buster/Plasma Cannon | Tactical Only: Toxic Grenade Unlocks at Level 10: Surgical Strike, Frenzy, Plasma/Stun Grenade Mercenary Only: Berzerker | Tactical Only: Battery Backup Mage: Base: Field Medic(Level 1) Overload(Level 1) and Bludgeon (Level 1) Unlocks at Level 2: Reflex Boost, Technician, Assimilation Tech Only: Plasma Bolt | Blood Only: Fireball Unlocks at Level 5: Defense Matrix, Energy Shield, Plasma Rain Tech Only: Battery Backup | Blood Only: Mark of Blood Unlocks at Level 10: Supercharge, Plasma Cannon, Fire Wave Tech Only: Malfunction | Blood Only: Energy Parasite Skills anyone can use: Blood Shield, Field Medic, Blood Wall (Physical Blood Shield) Example Progression: This is kinda confusing, so bear with me. As a level 2 cyber I decide to spend some flat amount of credits (like 100 for tier 1)and take smokescreen. Level 3 I decide I want another point in Cheap Shot, then another point in Plasma Grenade at Level 4. At level 5 I pay to unlock a new tier of skills, opening up Plasma Armor and Multi Shot and Stun Grenade. I pay to get Stun Grenade, and continue leveling up Smokescreen, Stun Grenade and Cheap Shot until I hit level 10. I pay for this tier, and decide I’d like Energy Parasite, so I pay to unlock that. This introduces so many many build possible combinations of skills that maxing your energy regen skill is no longer paramount, and at the very least engenders build diversity through skill selection. What do you think? Post comments below please thanks :).
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