PSA - An overview of the upcoming class system

Yes but given the opportunity the player in the context of a difficult game always chooses the most efficient option rather than the fun one.

It’s true that many players would be able to try new things even at the cost of having fewer statistics, but I don’t think it’s appropriate to put players in a situation where they have to make a choice like this, an option like this punishes less skilled (or scared) players.

There is no need to reward commitment to a build, players who want to stay with the same build are free to do so and are already at an advantage over players who want to do different things since they don’t have to think about skill points, they can master their build from a technical and execution point of view.

I understand adding complexity as the game progresses, but this system isn’t so complicated that there’s a need to do something like this.

(And just because this is a common thing doesn’t mean this game has to do the same)

I would prefer to have the freedom to have an interested build from the beginning of the game.

I find that getting stronger is not particularly interesting, when I make a new build it is not to get stronger but to change my playstyle, I think more games could avoid implementing “false progression” and come out better or unchanged.

I also talk about it here in more detail: The upcoming Class system is a bad idea - #6 by Lombix_4 .

I find it annoying/problematic when a game becomes simpler from a technical point of view just because you did your build well, I want to change my play style with the builds, I don’t want to make the game simpler.

Just don’t make the enemies stronger xD (from a statistical point of view) the enemies’ moveset becoming more complex is all that’s needed.

Just balance the game correctly, idev decides both the player’s and the enemies’ stats.