#Unlockable character abilities and a little on the game's role distribution system

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trail ibex
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When I talk about character customization, I'm talking about adding unlockable playstyle-altering items of equipment. Let me explain.
This suggestion is heavily based on Deep rock galactic's equipment system and it's build variety. In DRG, the class distribution system is strict,so,in order to compensate for that,some weapons and their upgrades(overclocks as well) offer an alternative playstyle that still fits within the class's boundaries. Take Scout's M1 garand, for example:Scout's main interest, that being using his mobility in order to take out important targets, stays the same, but instead of running circles around enemies, he grapples to an elevated area for a better sightline.

This would work greatly in gatekeeper. Unlockable alternative sets of abilities could make the game much more fun when it comes to replayability.

Let's give bastion a new ulti. Bastion is a juggernaut with tons of hp, crowd control and damage, but to compensate for that, his movement speed is laughable. Let's keep it that way.

FOR EXAMPLE:

Bastion begins storing the damage he deals for a few seconds before releasing a large stunning shockwave that deals some basic+50% of stored damage.

Or:

Hybrid throws a device that begins propelling bullets in all directions after a small delay, sort of like Gunner's tactical red buster, applying on-hit effects.

We can push our gatekeeper as close to the boundaries as close as we want to, but we should never break them. Giving pandora a gatling gun would not be a good idea. (We've got tech hunter for that)

We can even change primary modes if it makes sense, like making hybrid fire in quick bursts!

What do you guys think? Would this really break the game?

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Unlockable character abilities and a little on the game's role distribution system

tender salmon
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Hey, thanks for the interesting thoughts.
We've definitely been thinking along these lines, and many players have requested something similar (yes, guys, we read all your suggestions, but don't always respond because we're really short on time).
We'll likely get to this in the future, but right now we're on the verge of a release and doing everything we can to prepare content for it.
Our team is quite small, and each new skill represents a pretty significant amount of work 🙂

But I find this really interesting, and we'll definitely think about how we can implement this in the future