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Lackluster Passives

MalapapasMalapapas 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...
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