Oh I see what you mean there.
Well, as far as I can tell this kind of boils down to the same thing, right? Itâs all about the design of the skills themselves. Either theyâre balanced, or theyâre not. If theyâre not balanced, an underdog skill might still be chosen because you have to cross through it to get to the one you actually do want, but Iâm not convinced thatâs âbetter.â Then people are only really using it because they âhaveâ to, and itâs still a dump skill, I would think people find that annoying.
The advantage of the tier-ladder to me is that the choice itself is very clear to the player, do you want this, or that. Things are way less obfuscated and its easy to make one choice at a time, and if anything, more builds should be possible than with the previous system. Synergies will definitely be a consideration and weâll probably have at least 2 or 3 builds in mind for each character when designing the skills.
Also, if its unbalanced, that will also become very clear and so we can adjust it during playtesting*. The trick here is that since you have a limited party itâs basically enforced hero mode, and so you will have to think carefully about what role you want a particular character to take on for a specific battle. Since you only have a max of 12 rather than 36 this time around, we are building a little intentional overlap into some classes â so you could say, spec the duelist and the champion strongly towards high DPS single-target, anti-armor âcan openersâ, or make the duelist a crippler/bleeder/debuffer while the champion focuses on tanking.
*Honestly we could have been a LOT more aggressive in smoothing out the balance in DQ1âs skills, one big reason we didnât go as far as we could have is because of our weird multi-release development cycle, we were constantly afraid of undoing a âfinishedâ game and having to rebalance each level by hand.
To that end weâre even considering doing away with respec costs entirely and thinking of skills more as a âloadout.â (Obsessive per-battle twiddling would only be required/designed for at high level play of course).
Anyways, thatâs the basic idea so far. If this conversation goes on any further into more design detail, I suggest the use of the âreply as new topicâ feature.