1. #1

    +x% passives Legion game design

    Here is something I wanted to discuss for a long time.

    For Cata blizzard decided to remove about every +x% passives from the talent trees ("The goal for Cataclysm remains to remove a lot of the passive (or lame) talents").

    Why is that considered alright to have them reintroduced with the artifacts, glorified passive boosters, with more than half of the traits being +x% passives bonuses.

    Why what was considered 'lame' before is now considered a good game design instead?

  2. #2
    Quote Originally Posted by braxx View Post
    Here is something I wanted to discuss for a long time.

    For Cata blizzard decided to remove about every +x% passives from the talent trees ("The goal for Cataclysm remains to remove a lot of the passive (or lame) talents").

    Why is that considered alright to have them reintroduced with the artifacts, glorified passive boosters, with more than half of the traits being +x% passives bonuses.

    Why what was considered 'lame' before is now considered a good game design instead?
    Because now it offers a sense of incremental post level cap character progression(which was previously missing from the game) and when it was in talents it didn't.

  3. #3
    Artifact traits are a max level progression system, and passive increases work fine for that.
    Talents were supposed to be for character customization, and passive increases don't really work for that.

  4. #4
    Quote Originally Posted by cordrann View Post
    Because now it offers a sense of incremental post level cap character progression(which was previously missing from the game) and when it was in talents it didn't.
    Yes but the feeling of choice is nowhere to be found, it is very linear. The actual game changing traits and the artifact layouts could have been exploited way better imo, but it would have been harder to design than throwing a bunch of +x% passives almost at random.

  5. #5
    Quote Originally Posted by braxx View Post
    Yes but the feeling of choice is nowhere to be found, it is very linear. The actual game changing traits and the artifact layouts could have been exploited way better imo, but it would have been harder to design than throwing a bunch of +x% passives almost at random.
    That's the whole point though. The problem with the prior trees is that there was a right choice and a wrong choice because you have a finite amount of points. There's no choice now as you eventually fill out the whole tree, you basically end up the same as anyone else but are actively encouraged to play so as to fill in your weapons.

    It isn't player customization like talents; it's an incentive to log in outside of raid night.

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