So originally we had planned to have two separate specialisations for each player/character, which would be, the attack class, either melee, or ranged, and then a utility specialisation, for skills that wouldn't be solely based on the damage done and how efficient it is to inflict that damage. It was more of a semi-support role.
After playing the game in its very early stages we decided that the utility specialisation was rendered completely useless, all four of us played the attack roles and that made the game rather boring too, as it was just, get to the opponent, and hit, hit and hit.
This led us to the decision of instead of having two separate specialisations, the 3 skills that each character had could be mix and matched, much like a form of talent trees. This meant that a player could have 2 utility spells, and one attack, or vice-versa, this gave the game a lot more strategy in itself because there would be more variety in the abilities used and it wouldn't just be a case of running forward and hitting the opponent for the remainder of the game.
We felt this was essential and I think this works perfectly with our game, giving a lot more stability and more of a fun-factor.
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