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originally posted in: Subclass Customization?
6/22/2017 9:54:40 AM
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[url=https://www.youtube.com/watch?v=wZwCxOkpqHc]FutureFoe does a better job illustrating why the more simple subclass design[/url] could actually work out much better than the current system, but I'll give it a go anyways in case you don't want to watch a video. The current subclass tree consists of the following: 1. Grenade column. 2. Jump column. 3. Super and Melee columns. 4. Two trees for Armor/Recovery/Agility. 5. Two columns for modifiers to abilities. We are keeping grenade and Jump as choices regardless of which path you choose, the armor/recovery/agility columns no longer are relevant as this is controlled by your gear now, and they have reduced choice for the super/melee/modifier options, by grouping these into the 2 paths, but as is highlighted in the video linked above, while this provides less choice, it allows them to stack perks that will be very powerful together that they couldn't do before without creating OP builds that would inevitably have to get nerfed, by knowing how these perks will be grouped together they don't have to exclude perks that might be OP if grouped with other ones by removing that possibility, instead of removing the perk. Then we get a new class wide ability that has 2 variants which could play into whichever path you choose. In short, while the new subclass system is simplified, it is also will likely lead to more viable builds than what we have today. It also makes for a system that can easily be extended by adding new paths to sub-classes without having to create an entirely new sub-class. He also goes into how these paths could be customized with exotic armor perks etc, which could offer much more customization and diversity than it may at first appear to be giving you, giving us the complexity we crave in the endgame while making the system approachable to new players at the same time. As the age old adage goes, don't knock it till you try it.
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  • Hmm, no. Sorry there are less posibilities for the build, whether its advantageous or not is not even debatable. Maybe if their were 5 options Id say hell yeah, but its two...

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  • Would prefer a system that has each class start with unique benefits that is then built from the ground up with powers and abilities related to their respective class. This would mean that classes are still bonded to the same supers, grenades, and abilities as expected, but that players get to choose from that list to build a character with the element of their choice. As for the classes themselves, a good way for the choice to carry weight is to not use the same base model for all classes like the first destiny. Make the class selection a tactical choice based on defining attributes rather than a grenade, jump, or occasional super. Let titans have more health and armor while hunters move faster and are more agile and Warlocks have greater health recovery with a slight bonus to armor or agility. Make the differences obvious so that the classes can work off each other, with the weaknesses of one being the strengths of another to promote cooperative and competitive planning and coordination.

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  • Of course I will try it, but why don't they just do a better job of balancing the perks? It seems like they took away customization just so that their jobs could be easier, but they could also just get better at their job.

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  • They pulled this "more viable builds" bullshit in wow and the end result was simply reduction of choice.

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  • That's like some minority report shit, pre-nerf nerfs

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  • Lmao as if they'll add more builds without charging at least 20 bucks "Thank you daddy actibungie for taking away all those confusing builds. All those choices made my head hurt. Please tell me which weapons to use and how to hold my controller next"

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  • Thanks for the link it was a good video with a well put explanation. I'm going to wait until I try the beta before shouting bloody murder as from everything we have seen so far D2 is balanced in a completely different way from the original and can't really compared 1 to 1.

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  • Explained very well. I've always felt that the weapons that were nerfed weren't the issue but how subclasses could be customized to make the weapons seem OP (blink shotty or jug skating shotty).

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