long term there needs to be a fix for that by either meeting requirements like you mentioned, some more rough lite like rerolls or something insane like every ability working in multiple ways that can combine builds (like Chlorophyll adds healing build on top of whatever you are playing or Flower of Life that can combine healing with flowers).
#Skill Unlocks both Persistent and Gameplay
6 messages · Page 1 of 1 (latest)
https://discord.com/channels/710659351576182915/1007418871440998520
"Rejuvenating Earth
This abilities as in a weird spot. If you need healing you should not take this, if you have lots of Flowers most enemies die too fast so you don’t need the heals, it has no further synergies. Overall you are just better of by taking any ability that applies Bloom.
could need a rework"
Would you be in favor of customizing a "deck" out of the unlocked cards? you would pick it in the lobby to narrow down your build to optimal and suboptimal choices, and preventing useless ones (for your particular role or playstyle) from showing up during a match. The deck system should be set up in a way that would prevent you from always having the same abilities every match (5 actives to pick from, but you can only use 3. idk how many passives). I feel that a player-controlled deck is a simpler and more flexible solution than a tagged skill prerequisite tree 😅
Rerolls are also a valid and simple option, but it's less scalable if devs end up adding more abilities to a character to add more build diversity. Rerolls may slow down the game flow, as time doesn't pause when you are making your ability selection, which is fair in a multiplayer game.
Nova Drift has a good way of progression where you start out with a selection of 3 powers. the further you go the more rerolls you get and you also unlock more options to select power from 3 to 5 and finally to 7. this may only work because the game is paused but on the other hand at some point you should know what a power does and what you could need.
so, in a way, the randomness brings auto-balancing to the class. I'm not sure I like that in a team-based game that gets increasingly difficult. we don't even have a quick way to restart the match if the skills you got are terrible for your role. The only other roguelike with co-op that I can think of is Risk of rain 2. it's definitely random in what upgrades it gives you, with no decks or lock-ins, but it does let you recycle stuff you don't want via special stations on the map. that's another option.
dont you start with the loadout you want? just the items are random