Because the community asked for it. Or a small part of it did.
Basically passives were a must-have no matter what build you made and the idea was to make it so that you would have more freedom with skill points without passives in the tree, thus opening up more build variety. Didn't really end up like that. Cause the new actives on a lot of the classes basically have the same problem.
But isnt that what made classes unique. It seems like all the classes are the same and its getting pretty bland. Every class has a healing mechanism other than field medic, a way to regain energy and a way to steal energy. The only difference is some classes have the skills better than others do.
Mother1 -> RE: Passives (8/30/2015 11:21:46)
While that was true the problem was they were a must have for every build. That was why a small part of the community wanted them gone so variety would come back. Problem was that the mass majority of the actives were nothing more than active counterparts of the passives they replaced. So the original problem never went away while more problems came along.
Stonehawk -> RE: Passives (9/1/2015 19:42:22)
quote:
So the original problem never went away while more problems came along.
It's a good reason to try to bring them back, even if in different ways (as I suggested before, passives coming with the class, not depending on skill points or stats, and increasing its effect as you lvl up your character, and keeping the actives as they are)