Which Philosophy For Passives?
Check out the Ashes Twitter's latest question (as of this posting)!
I've already answered, but it was actually really hard because which Passives I want, or expect, depend so heavily on the philosophy of Passives they actually want to use, and I figure they are telling us that the current ones are placeholder (makes sense, stronger or cooler Passives are a little harder to code and bugtest). Hopefully if the feedback they get indicates a specific tilt in terms of which philosophy people want them to use, we'll sorta-know which way they are going, so I feel that the Twitter form of the engage was the best one. Good job as always, Community Team.
In broad strokes, you could say most Passives are going to follow one of three philosophies because when you mix them, player behavioural patterns work toward optimization and two of them get ignored.
The Skilled Player Passive/Triggered Passive
These are things like 'under this condition, get this bonus' where the condition can't be sustained or is risky to sustain, generally stuff like 'below 1/2 HP' or 'store one charge of this buff after taking damage of X amount or type'. Choosing these is much harder to push into 'meta' but people will still do it, usually to squash anything risky. Especially if the system also offers...
The Background Buff Passive
Things like 'Health Regen', 'Extra Healing'. Always active, almost always helping as long as your character is doing the 'standard thing expected of them'. People will 'meta' this pretty fast unless the bonuses from the other Passives are pretty crazy (and that's risky to balance). Expect to see a ton of 'this type vs one of the other two types' debates if they mix them. I guess if Intrepid keeps with the 'your skill points are one big pool and you have to choose between ability levels and Passives' these could be less 'meta', but they'd definitely almost always beat out the Skilled Player ones and...
The Situational Passive
Passives that only work when an enemy or ally does something to you (other than damage or healing but these can be included if one doesn't mind them being pretty 'meta', they wouldn't be as 'required' for most optimizers). If these are too narrow they get ignored too, but there's some nice stuff in the middle, often resistances to CC. Passives that work only on a specific ability you have, seem like they should be special augments given somewhere instead, so I think of these as the 'defensive' side of Ability Augments, and these ones get pretty creative, but might be hard to code and overcomplicated for people who don't know what they want their Archetype/Class to play like.
My Vote (as a Cleric)
I think Background Buff Passives are boring but that's fine. I mean, I just 'pick the obvious or best one for my group/node/general playstyle and then forget about it'. It's a Passive, it doesn't have to be engaging, that just leads to confusion for some players.
But obviously I would like if it was. I want resistances to be more dynamic a bit, too, but I won't hate Situational ones even if they are just resistances, but I'd really like the crazy stuff like 'HP below this percentage value' and 'just took 40% health in one hit'. It's just hard to know what to ask for, since the more 'logging' and checks it takes, the more code is technically being run. Still, I know how it's generally written, conditional hooks are a performance cost, but they're not 'tearing into your performance level' for the majority of them. Just throw them in whatever the system already tracks or is planned to track, for 'Situationals'.
I think the Triggered Passive wins, of course. Narrows balance to certain situations, usually can run through a check of some kind and most of the bugs are obvious OP stuff like 'you got a buff because you were blinded but then it didn't wear off properly'. Not so easy to find, a little exploitable, but won't wreck content. If everything is on this level, it's pretty anti-meta too (though I mean, players will always do it, I'm talking microcosm meta).
I feel like they also lead to better group cohesion and style building. If you know you'll usually have a specific buff from a Bard, the Triggered passive doesn't even have to be 'when you get this buff, also get X', it can work the other way. 'Because I know my Bard gives X buff, I can forego choosing that passive and pick a different one that synergizes with the buff or makes up for the buff they don't give/don't specialize in.'
Might even increase the 'need' for Summoners and Bards in an organic way without having to worry about as much min-maxing pure number tuning.
Intrepid will make their decisions based on the complexity they have in mind and 'how much work they want to devote to creating the anti-meta environment within Passives', but as always I present this to those who either might not see why they're asking, or just wanna talk about it more, since they brought it up.
~Rae