I thought the reason they removed it is because everyone will lend up go for same cookie cutter build. Customization becomes pointless because everyone uses the same thing
I thought the reason they removed it is because everyone will lend up go for same cookie cutter build. Customization becomes pointless because everyone uses the same thing
Which is why you balance it, not to 'make everything good' but to make it so 'this change gives you a different opportunity to make a decision'
For instance; Making it so that you could upgrade tbn to last longer, now opens you up to using it earlier and as a deterrent rather than as a snap-judgement tool. This would probably be more optimal against say, a samurai, a tank without a gap closer and casters.
Or making it so that gunbreakers aoe slow, also lowers weaponskill by 10% means you can use it more reliably as a peel tool without having to rely on your team's mobility, which would be something youd want to take if you had a caster or a melee on your team without a dash. If your team had mobility, or if the enemy team had phys range and ninja/monk this would be less effective.
There's lots of small, none overpowered tweaks you can do to an ability to give it a slight edge against certain compositions.
The problem would arise when you just give damage and cooldowns to already strong abilities instead of modifying weaker ones to have more of a use.
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