Erickson9610 wrote: »MashmalloMan wrote: »Erickson9610 wrote: »That being said, I've noticed three general categories with how passives that require active skills function. This includes:
- An effect which scales up based on the number of active abilities slotted (e.g. Slayer, increases WD/SD by 3% per slotted Fighters Guild skill)
- An effect which is does not scale up, but simply requires an active ability slotted (e.g. Banish the Wicked, generates 3 Ultimate when an enemy is slain if you have a Fighters Guild skill slotted)
- A boost to the effectiveness of the active abilities in that skill line (e.g. Skilled Tracker, increases damage of Fighters Guild abilities by 10%)
I believe that if Passive Abilities were to be given the "either bar" treatment, one approach to balancing this would be to make passives that are in category 1 function more like the passives in category 2.
Doesn't feel necessary, I quite like how they scale based on how far you lean into that skill line.
The per slotted skills generally have lower values that only reach a decent amount around 3 skills on your bar which in my experience, is often how many you usually end up with for an average well rounded build in pvp.
This brings a bit of diversity imo, rather than just slapping a flat value. If required you could balance it down a little, like maybe the NB 3% healing goes to 2% instead. Etc etc.
That is a fair point. If every passive required only one active ability slotted to reach the maximum value, then people wouldn't try to build into any particular skill line. Passives should encourage players to build into certain aspects of their character, rather than being a "one and done" thing.
Additionally, there are some passive abilities which have completely unnecessary "while x ability is slotted" conditions. For instance, Hemorrhage requires you to both slot an Assassination ability and land a critical strike in order to proc the class minor buff. Compare this to Maturation, which does not have the requirement to slot any Warden ability but just requires you to heal yourself or an ally in order to proc the class minor buff.
If passive abilities checked either bar, then the proc conditions for these passives would be more relaxed, while still encouraging players to build into those skill lines with both of their ability bars. The same can be said about active abilities with "while slotted" conditions. Weapon swapping shouldn't change your character's passive talents — the only thing that should change is their weapon.
Erickson9610 wrote: »MashmalloMan wrote: »Erickson9610 wrote: »That being said, I've noticed three general categories with how passives that require active skills function. This includes:
- An effect which scales up based on the number of active abilities slotted (e.g. Slayer, increases WD/SD by 3% per slotted Fighters Guild skill)
- An effect which is does not scale up, but simply requires an active ability slotted (e.g. Banish the Wicked, generates 3 Ultimate when an enemy is slain if you have a Fighters Guild skill slotted)
- A boost to the effectiveness of the active abilities in that skill line (e.g. Skilled Tracker, increases damage of Fighters Guild abilities by 10%)
I believe that if Passive Abilities were to be given the "either bar" treatment, one approach to balancing this would be to make passives that are in category 1 function more like the passives in category 2.
Doesn't feel necessary, I quite like how they scale based on how far you lean into that skill line.
The per slotted skills generally have lower values that only reach a decent amount around 3 skills on your bar which in my experience, is often how many you usually end up with for an average well rounded build in pvp.
This brings a bit of diversity imo, rather than just slapping a flat value. If required you could balance it down a little, like maybe the NB 3% healing goes to 2% instead. Etc etc.
That is a fair point. If every passive required only one active ability slotted to reach the maximum value, then people wouldn't try to build into any particular skill line. Passives should encourage players to build into certain aspects of their character, rather than being a "one and done" thing.
Additionally, there are some passive abilities which have completely unnecessary "while x ability is slotted" conditions. For instance, Hemorrhage requires you to both slot an Assassination ability and land a critical strike in order to proc the class minor buff. Compare this to Maturation, which does not have the requirement to slot any Warden ability but just requires you to heal yourself or an ally in order to proc the class minor buff.
If passive abilities checked either bar, then the proc conditions for these passives would be more relaxed, while still encouraging players to build into those skill lines with both of their ability bars. The same can be said about active abilities with "while slotted" conditions. Weapon swapping shouldn't change your character's passive talents — the only thing that should change is their weapon.
i11ionward wrote: »Erickson9610 wrote: »MashmalloMan wrote: »Erickson9610 wrote: »That being said, I've noticed three general categories with how passives that require active skills function. This includes:
- An effect which scales up based on the number of active abilities slotted (e.g. Slayer, increases WD/SD by 3% per slotted Fighters Guild skill)
- An effect which is does not scale up, but simply requires an active ability slotted (e.g. Banish the Wicked, generates 3 Ultimate when an enemy is slain if you have a Fighters Guild skill slotted)
- A boost to the effectiveness of the active abilities in that skill line (e.g. Skilled Tracker, increases damage of Fighters Guild abilities by 10%)
I believe that if Passive Abilities were to be given the "either bar" treatment, one approach to balancing this would be to make passives that are in category 1 function more like the passives in category 2.
Doesn't feel necessary, I quite like how they scale based on how far you lean into that skill line.
The per slotted skills generally have lower values that only reach a decent amount around 3 skills on your bar which in my experience, is often how many you usually end up with for an average well rounded build in pvp.
This brings a bit of diversity imo, rather than just slapping a flat value. If required you could balance it down a little, like maybe the NB 3% healing goes to 2% instead. Etc etc.
That is a fair point. If every passive required only one active ability slotted to reach the maximum value, then people wouldn't try to build into any particular skill line. Passives should encourage players to build into certain aspects of their character, rather than being a "one and done" thing.
Additionally, there are some passive abilities which have completely unnecessary "while x ability is slotted" conditions. For instance, Hemorrhage requires you to both slot an Assassination ability and land a critical strike in order to proc the class minor buff. Compare this to Maturation, which does not have the requirement to slot any Warden ability but just requires you to heal yourself or an ally in order to proc the class minor buff.
If passive abilities checked either bar, then the proc conditions for these passives would be more relaxed, while still encouraging players to build into those skill lines with both of their ability bars. The same can be said about active abilities with "while slotted" conditions. Weapon swapping shouldn't change your character's passive talents — the only thing that should change is their weapon.
I want to give my opinion on the Sorcerer example, but this example applies to almost all classes:
Expert Mage - Increases your Weapon and Spell Damage by 2% for each Sorcerer ability slotted.
I wouldn't want this passive to use the "either bar" mechanic, players will just use the class skills on the backbar to ensure maximum profit from this passive, in the end it will only limit the variability of builds.
Daedric Protection - Increases your Health and Stamina Recovery by 20% while you have a Daedric Summoning ability slotted.
And this passive just limits the variability of builds at the moment, so basically you want every bar to have a Daedric Summoning skill. It would have been much better if this skill used the "either bar" mechanic.
TL;DR
Passive skills like "for each class/guild ability slotted" should not use the "either bar" mechanic.
Passive skills like "while you have a class ability slotted" should use the "either bar" mechanic.
Erickson9610 wrote: »I hope that more active abilities will receive the "either bar" treatment, and that the passive abilities would also be considered. It seems unlikely that much else will change for Update 40, so maybe these suggestions will be considered for the next big update.