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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Lackluster Passives
Malapapas
Member, Alpha One, Adventurer, Alpha Two, Early Alpha Two
Hello. Over the past week I have played all 3 classes up to ~ lvl 10. Also, during Siege when they boosted to lvl 15 I got to experience at this level as well. The one common theme across all characters for me is how lackluster 80% of all passive nodes are. Given they cost 2 points instead of 1 like the skills do, most of these were meaningless and not worth investment. Its possible that at release once gear and stats are fully realized something like 1% mana regen might be more useful (although somehow I doubt it...).
Suggestion (1) Similar to the skills section where there are 3 tiers, make the passives 3-5 tiers at 1 pt each. This will make the choice of picking a skill vs passive more difficult.
Suggestion (2) Add passives that are more unique i.e. for casters maybe something like a chance to trigger a shield on enemy hit preventing damage for x seconds. Even if this was a 5% chance for only 3-5 seconds with a cooldown it would probably be more enticing than a 1% mana regen...
Suggestion (1) Similar to the skills section where there are 3 tiers, make the passives 3-5 tiers at 1 pt each. This will make the choice of picking a skill vs passive more difficult.
Suggestion (2) Add passives that are more unique i.e. for casters maybe something like a chance to trigger a shield on enemy hit preventing damage for x seconds. Even if this was a 5% chance for only 3-5 seconds with a cooldown it would probably be more enticing than a 1% mana regen...
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