Make it easier to pursue the characters' class that's different than the pre-determined path
From Verzingetorix on Discord:
Hard coded proficiencies? 😖
• Problem: Hard coded proficiencies limit player choice and undermine the class-choice game feature. Do not punish players who want to take their characters down a different class development path than the devs intended. I feel like I am forced to play the developers playthrough by proxy.
• Suggestion: The character's main proficiency should use the 'or' condition similar to some of the classes. This would embrace player choice and allow for the proficiency skills to be unlocked.
https://discord.com/channels/805909176761057300/805909520773152768/1033797653793865758
Comments: 1
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23 Dec, '22
ODS GeeK AdminWhile we understand where the feedback comes from, we'd like to emphasize that the stats and passives from recommended classes are bonuses rather than penalties.
The recommended classes are provided as a suggestion on how the character may fully unlock their potential--as each is a unique character with different aptitudes and backgrounds. Should the Tactician decide these paths are not desirable, it is possible to pick up the passives and move on to a different class (or even not pursue the passives at all) during the middle chapters where Tacticians would be focusing on cross-class training.
We reviewed removing the bonuses as suggested, but concluded this could negatively impact the gameplay because having uniform stats/passives would leave very little to set each character apart in combat. We also noted previous feedback that the unique passives felt too weak by Tacticians, so we believe the current bonuses strike a good balance of being an additional boost and not a penalty.