I thank you before hand for having the respect to give me the opportunity to contribute to the vertical progression CDI even though it is already closed (which is also why I limited this to just skills), and I hope I will at least contributed with some new ideas or ways to increase vertical skill progression that have not yet been mentioned. And or at least present ideas in a vertical progressive way…
Unfortunatly I joined the CDI vertical progression discussions way to late. I know they are now closed and that the information will be examined and in say 3 to 6months from now we will be seeing the results from these discussions (though some aspects may well see the light of day earlier than that I am sure ).
Now I have a few ideas for a more extended way to include vertical SKILL progression, which I just wouldn’t like to see missing from the options available to Anet to include vertical progression as a whole, hence this ‘errata’ to the discussion :P
If we can keep this discussion solely about this idea or alternatives/improvements to parts of it, we can avoid having to repeat the whole CDI discussion. Which, I am sure, will be appreciated by everyone .. so here it goes ..
1a. Add specific themed basic skills to all weapons (pertaining to that weapon), that are the same for all professions. These basic skills could be ‘discovered’ in a similar fashion as the weapon-skills are now.
1b. Let the player unlock the specific profession weapon skills by spending skill points, and offer the choice to slot these skills instead of the basic skills.
-!- by inserting skills at the front of the vertical progression system, the whole of vertical progression is increased, the power-feel curve is increased as the player moves from basic skills to profession skills; this part may also offer a bit of horizontal progression, as with basic skills on weapon, all weapons could be available to all professions at the basic level, while still be restricted for the profession specific skills; added bonus is that once this system is in place, expansion of profession skills for weapons is fairly easy, and seeing this system would need a ‘set #X skill to profession skill’-coding it will help realize 2.
2. Add 2 more skills to weapon slots #2 and #4 and let the player both unlock and choose between these skills.
-!- The #2 and #4 skill slots are the slots that are most suitable for choice skills, these slots do not mess up the Thief profession, and will also mean that 2 handed weapons and 1 handed / offhanded weapons will not start to differ in skill choices. Added bonus is that a choice system needed to make this suggestion a reality also helps in realizing suggestion 1. And of course balancing these skills for Anet is still fairly easy (the whole of options isn’t increased dramatically, and the now 3 skills can be balanced against themselves), while at the same time it will increase the amount of choices we as players have to play these weapons, yet not to such an extend that it skews competitive play.
3. this covers the current progression, added here to see the whole overview of vertical skill progression in the game, including the suggestions
While you can argue about whether you like the slot unlocking and gated skill tree, it is a way to foster vertical progression. By putting both 1 & 2 into the game, the competition for skill points, especially at the first halve of the game, increases, making choices more meaning full and harder. This in my view increases the depth of the system.
4. Put skill unlocks and availability in the trait system by adding skills to each ‘lane’ for the 20pt and 30pt unlock. Make these skills specific for the trait category (power, etc.) and only available for choice as utility skills if the points are spend in this ‘lane’.
-!- The trait unlocks are part of the current vertical progression system, and while you can unlock all weapon and utility skills by doing skill challenges, these trait skills will only unlock when you are able to spend the spend the points. This means that skill progress (how ever small) is on going at least until lvl60. Added bonus to this way of acquiring skills is that the amount of extra skills available to each player is only increased by the already balanced number of trait points that can be spend. Also, the choice on how to spend these points is further complicated (made deeper) by the skills that are now part of it.
25 okt 2014 – PinkDay in LA