As of now, the game is still very confusing to newer players. For veteran players who can keep track of everything like myself, this isn't as much of an issue. However, other players struggle with this sort of stuff, like as reported by Windstrike and DoubleEx in the 1v1 battle they had with each other the other day. According to Wind, one of the major contributors to this issue is the number of passive abilities the fight had going. This is what I will be addressing here.
Proposition #1 - Make sure all bonuses you have are logged into the Total Bonuses field in description.
This should be simple enough to do. At least in my quests' ruleset, any bonuses you have from equipment, etc. have to be logged into your Total Bonuses section in your profile prior to battle or they won't count. This will save everyone the inconvenience of constantly having to look all the way through character and enemy profiles just to look for a specific bonus that might mean the difference between victory and complete slaughter.
As for bonuses that take effect under specific conditions, note the conditions. I am going to propose the downsizing of some of these abilities later on in this post.
Proposition #2 - Revert the Passive Skill cap to 3.
With the full array of 7 (6 as of recent) Passive Skills plus racial skills loaded onto the test characters Windstrike and DoubleEx used, that's a lot of stuff to keep track of in a 1v1 match. Imagine applying that to larger battles. A lot of the effects are also fairly complicated (*cough* Magic Recovery Aura *cough*), which makes for very complicated battles.
My solution: Revert the Passive Skill cap to 3, up to one from each category. The reason why it was like that in the first place was to make the game so much simpler and not have a billion passives flying around everywhere.
As for Racial Skills, there should only be up to three Passive Skills per race, and they need to be mostly for RP purposes (something with I've broken myself -_-). Enemy innates will also be facing a couple of simplifications.
Proposition 3 - Simplify Passive Abilities on equipment.
This will be the hard one. As of now, the game has a ton of passive abilities that exist in many forms. Passive Skills make up the bulk of powerful passive abilities, but there are definitely some on equipment. I'm fine with how it is on Passive Skills, but there are a lot of equipment that needs to be simplified.
First off, equipment (especially one-handed equipment) should have a minimal number of passive abilities outside their standard function. One per item at the most, any more and they get too complicated. The only exceptions should be Robes, which should have a maximum of two passives, Masks, which specialize in transformation, and Artifacts, for obvious reasons.
Secondly, abilities on said equipment should be relatively simple and easy to keep track of. On top of Passive Skills, these can be major contributors to the number of variables to keep track of and therefore make the game confusing to newer players. They should be kept to single bonuses or simple passive effects (eg. gradual recovery), and not crazy complicated effects that change depending on what time of day it is.
Hope you enjoyed reading, and don't forget to vote in the poll.
Proposition #1 - Make sure all bonuses you have are logged into the Total Bonuses field in description.
This should be simple enough to do. At least in my quests' ruleset, any bonuses you have from equipment, etc. have to be logged into your Total Bonuses section in your profile prior to battle or they won't count. This will save everyone the inconvenience of constantly having to look all the way through character and enemy profiles just to look for a specific bonus that might mean the difference between victory and complete slaughter.
As for bonuses that take effect under specific conditions, note the conditions. I am going to propose the downsizing of some of these abilities later on in this post.
Proposition #2 - Revert the Passive Skill cap to 3.
With the full array of 7 (6 as of recent) Passive Skills plus racial skills loaded onto the test characters Windstrike and DoubleEx used, that's a lot of stuff to keep track of in a 1v1 match. Imagine applying that to larger battles. A lot of the effects are also fairly complicated (*cough* Magic Recovery Aura *cough*), which makes for very complicated battles.
My solution: Revert the Passive Skill cap to 3, up to one from each category. The reason why it was like that in the first place was to make the game so much simpler and not have a billion passives flying around everywhere.
As for Racial Skills, there should only be up to three Passive Skills per race, and they need to be mostly for RP purposes (something with I've broken myself -_-). Enemy innates will also be facing a couple of simplifications.
Proposition 3 - Simplify Passive Abilities on equipment.
This will be the hard one. As of now, the game has a ton of passive abilities that exist in many forms. Passive Skills make up the bulk of powerful passive abilities, but there are definitely some on equipment. I'm fine with how it is on Passive Skills, but there are a lot of equipment that needs to be simplified.
First off, equipment (especially one-handed equipment) should have a minimal number of passive abilities outside their standard function. One per item at the most, any more and they get too complicated. The only exceptions should be Robes, which should have a maximum of two passives, Masks, which specialize in transformation, and Artifacts, for obvious reasons.
Secondly, abilities on said equipment should be relatively simple and easy to keep track of. On top of Passive Skills, these can be major contributors to the number of variables to keep track of and therefore make the game confusing to newer players. They should be kept to single bonuses or simple passive effects (eg. gradual recovery), and not crazy complicated effects that change depending on what time of day it is.
Hope you enjoyed reading, and don't forget to vote in the poll.