Mushroomancer wrote: »I think both OP and @Lysette are correct.
So here's an alternative, even though it has no doubt been proposed plenty of times already: what if we had some sort of "mastery" passive that we unlock once we get to level 50 into any weapon class? That way we get to keep the cost reduction passives that are useful for new players and lowbies, and we get new passives for those of us in the endgame. To make it more interesting, each weapon could even have a specific quest tied to obtaining this mastery passive.
From where do you know that veteran players are the majority?- We have quite a lot of new players around, for whom those skills are helpful, because they struggle with resource management, have often not even jewelry attached and their gear is white or green. Some have really terrible regeneration and no good way to manage their resources yet. Just let them have the experience, which you had, but which you find obsolete now - new players should have the same chance, don't you think?
From where do you know that veteran players are the majority?- We have quite a lot of new players around, for whom those skills are helpful, because they struggle with resource management, have often not even jewelry attached and their gear is white or green. Some have really terrible regeneration and no good way to manage their resources yet. Just let them have the experience, which you had, but which you find obsolete now - new players should have the same chance, don't you think?
I agree.
But you can just code that into each level of the skill. So it reduces the cost as that skill ranks up. I know some do this, but do it widely across the skill linea and increase the cost reduction, so you can then free up a passive.
New players still have that experience of working on a skill, and other player don't feel like it's an empty passive.
I don't mean "make the skills more expensive". Just bake it into the skills and free up more passives to add something extra.
Does anyone else feel like there's still some useless passives floating about?
I don't want to get into class passives too much. I don't mean so much things like passives that only help a mag build, or a Stam build, as that would open a whole can of worms.
Take the weapon skill line passives for instance. Cost reduction being the main ones.
I get that when the game was new, and still for new players, things like "reduce cost of bow abilities by x amount" felt like progression.
As we levelled up the weapon and became more efficient with it, they felt nice, like a reward for grinding it out.
But for most players now, it's a bit lackluster.
Can't we just include that reduced cost into the skill and give it a new passive?
The last resto passive, that increases resto healing by x amount. Why not just bump those skills up the same percent, and give it a new passive?
I know I said I didn't want to get into class passives, but ones that should for sure be looked at is things like the Nightblade passive Dark Veil. It just increases time of skills. Again, why not just extend the length of those skills as default and replace it with a new passive.
The two new classes don't have passives like that, that feel a bit empty.
francesinhalover wrote: »Does anyone else feel like there's still some useless passives floating about?
I don't want to get into class passives too much. I don't mean so much things like passives that only help a mag build, or a Stam build, as that would open a whole can of worms.
Take the weapon skill line passives for instance. Cost reduction being the main ones.
I get that when the game was new, and still for new players, things like "reduce cost of bow abilities by x amount" felt like progression.
As we levelled up the weapon and became more efficient with it, they felt nice, like a reward for grinding it out.
But for most players now, it's a bit lackluster.
Can't we just include that reduced cost into the skill and give it a new passive?
The last resto passive, that increases resto healing by x amount. Why not just bump those skills up the same percent, and give it a new passive?
I know I said I didn't want to get into class passives, but ones that should for sure be looked at is things like the Nightblade passive Dark Veil. It just increases time of skills. Again, why not just extend the length of those skills as default and replace it with a new passive.
The two new classes don't have passives like that, that feel a bit empty.
Ruffian from dual wield a skill line focused on pve.
Ruffian is useless on pve and theres barely any reason to use dw now has a main skill bar
Dragonlord573 wrote: »Imperial racial passive. 15% exp gain for 1 hand and shield, really? It's a useless perk. If it was rather increase 1 hand and shield abilities and passives by 15% it would be more worthwhile.
From where do you know that veteran players are the majority?- We have quite a lot of new players around, for whom those skills are helpful, because they struggle with resource management, have often not even jewelry attached and their gear is white or green. Some have really terrible regeneration and no good way to manage their resources yet. Just let them have the experience, which you had, but which you find obsolete now - new players should have the same chance, don't you think?
estelrandir wrote: »I'm fairly new here, so take what I have to say with a noobish grain of salt:
From what I've read of the passives, many of them don't seem useful. Like, to the point where I'm checking guides to see if I need to take something or not because it really doesn't sound helpful -- or, at least, not worth a skill point.