1: Does that mean certain kinds of buff are going to always be fused together? I.e. attack speed always coming alongside movement speed or stamina recovery also always affecting max stamina?
2: How will this work with skill tiers? Like, the blog suggests that Predator at max rank might provide 3 stacks of might. How do you spread those 3 stacks across 6 tiers? Half stacks?
3: More generally speaking, how heavily do you anticipate this to affect game balance? For instance, capping damage increases to 100% through 10 stacks of might may very drastically affect kill times in harder content such as Heroic Escalations and has the potential to completely shake up the meta as previous builds might exceed caps and be made inefficient as a result.
1: Yes, this is the case. Attack speed and Movement Speed now go hand in hand, and sources of one are sources of both. Max Stamina and Stamina recovery speed are also tied together now. Weapons should be better about taking advantage of the bigger stamina pools.
2: While we will go into this more when we get to a blog on Armour and Perks, we are removing skill tiers from Perks. Perks will now be active, or inactive, with different perks having different thresholds. Predator for example, a powerful and desirable perk will likely have an activation threshold of 6. Medic meanwhile, as a party supporting utility ability would only require 2 points to activate. Having less or more than the activation threshold has no benefit. Part of this is to ensure we can make both weaker and more powerful perks, but balance them meaningfully against each other.
3: This is almost certainly going to affect balance, we'll be doing extensive playtesting before this launches, and continue...
Read more