We've heard already about inherited passives available to us if we decide to "retire" one character and create it's "offspring" in his or her place - which is really cool idea. How about unlocking certain ability for each class (unique to each combination of classes) after we level cap and do connected to it epic quest. So let's say we max enchanter - wizard would gain ability to enchant allies weapons with fire/ice, warriors would be able to strenghten his shield and so on. Your thoughts?
Kilsin has said that it is premature to discuss the progeny system and we should wait until VR releases more information about how it will work. But I cannot resist noting that it will almost surely require getting to maximum level and perhaps accomplishing some specific things. Not level 5.
I read the OP as *not* making a suggestion about the progeny system but instead using it as an analogy to support an entirely unrelated proposal. That proposal being that after a character gets to level-cap and does an epic quest all other characters on the same account should derive some benefit even without that character being "progenized". OP please correct me if I misread this.
The proposal is very similar in concept to SWTOR's system where when a character completes certain things all other characters on the account gain minor attribute boosts, can use the class buff unlocked by the character in question and can use a special attack ability unlocked by the character in question.
As a confirmed altoholic it would certainly benefit me but I see two negatives.
1. It encourages the "race to maximum level" at the expense of frequent stopping to sniff the roses. Some people will do this anyway - it cannot and should not be prevented - but neither is it something that game design should encourage.
2. To some extent it trivializes content for later characters. Content balanced for starting characters without special abilities will, self-evidently, become easier as new characters are bequeathed special abilities.
Thus I reluctantly question whether it is a good direction for the game to take, though personally I find it appealing.
I note that progeny could have the same disadvantages but then again it may *not* have these disadvantages if progenization unlocks things like differing race/class combinations that do not unbalance combat.
Grayel said:Group viability not locked in to a fixed number, or at least not as high as six. Nothing more frustrating than waiting for that one more person to run halfway across the world to fill a slot because content dictates there needs to be X number in a group. I’m not asking for anything silly like groups of 2, but let’s see some flexibility in the system please.
Determining how many people you want or need in a group is wholly up to the players. If you feel you can take on a given piece of content with 3 people, go with 3. If you want to take 6, take 6. Some content, if faced at a point where it is orange/red con may very well dictate 6 players, but you go back when it is blue and you might find you can get away with taking 3.
VR isn't, and hasn't ever, said that you must have a group of 6 to go here or there and never have they said that all or any content is specifically designed for 6. They merely put in the content and we decide how we want to approach it.