Hi there. To keep it short, I have 3 main questions:
1) What inspired each individual subclass super?
2) Did you design supers to fill a specific role, such as Healer or Tank?
3) Why did you make it so each class is missing a specific damage when it comes to subclasses (E.g. Hunters lack Void, which makes the Thorn bounty even [i]more[/i] of a chore ;) )
If you could take the time to read and answer my questions, it would mean a lot to me. Thank you. :)
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1. The Titan was intended to be a hard hitting soldier, the Hunter a lucky survivalist and the Warlock was a glass cannon magic user. Now some of this evolved through playtesting and feedback, but that was the idea. 2. Yes, using the ideas above we built supers for each class and then designed builds around those supers. Again this is something that drastically evolved with playtesting and feedback. Some super made it straight through from day one and others were the replacement of a replacement of another that didn't work out as well. 3. The better to tease you with, my dear...
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I'm no dev, but there is a lot of synergy the way that each class has a different combination of the three different damage types, and I'm sure that the third subclasses will be aligned to each classes missing element, when they are added.
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Bump, please read. I [i]really[/i] would love to wake up to a [i]Dev[/i] if my favourite game responding to my questions. Good night sirs! :)