#Unit passive reworks

1 messages · Page 1 of 1 (latest)

steady ember
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Unit passsives that just straight up increase stats are so lame

steady ember
steady ember
steady ember
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Up

steady ember
steady ember
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Up

steady ember
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Up

livid yacht
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all your passives are literally just more stat increases like what? 🤦‍♂️

steady ember
livid yacht
livid yacht
# steady ember I’m sorry 😢

No offense 😭

But i agree that the current passives are even more boring and simplistic

My opinion just differs in how i think passives should require active management and tradeoffs, rather than a one time condition

steady ember
rustic wolf
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passives are something the unit will have all of the time if a certain criteria is met, skills are what you must actually click to use

livid yacht
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Having a unit gain damage over time is laughable attempt at a passive.

Look at genshin’s weapon design for their passives or even their support characters kit design.

They require you to build your team comp around a certain stat or elemental reaction to trigger a benefit that will provide a specific benefit.

Think of it this way to. Other passives in other games are allowed to be simple because there is a whole library of different character stats, status effects, damage multipliers that can be affected by a passive

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A “Gain 5/7/12 Electro dmg bonus for 3 seconds over a 3 hit combo when triggering an eletric elemental reaction” while it is a stat boost, is both

  • not stale because it provides specific benefits (not just a flat out universal dmg bonus) while it requires specific investment from the user (electrocharged/hyperbloom/overload comp)
  • it requires a specific combo and is only available for a limited time, meaning you have to continue to invest your loadout and time in your dps rotation to it ACTIVELY to maximize that passives effectiveness
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Other MMO’s like lost ark combine simple passives like mana regeneration/efficiency with larger skill trees that create complexity over time through multiple paths in the tree + combine it with implementations of my original points

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This games passive design is actually incomparable to other actual game with passives implemented

And “giving the update time” really isnt an issue when they could have very easily pushed the bar on multiple passives

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And this isnt even covering active abilities lol

steady ember
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would love to see some sort of elemental reaction+more elemental effects in the game tho