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| [Sep 23, 2012, 11:04 am ET] - Share - Viewing Comments |
Here's Valve's list of the ten bestselling titles on Steam for the past week:
- Borderlands 2
- Torchlight II
- Counter-Strike: Global Offensive
- FTL: Fater ThanLight
- Borderlands 2 Season Pass
- XCOM: Enemy Unknown
- Arma II: Combined Operations
- F1 2012
- The Elder Scrolls V: Skyrim - Dawnguard
- The Elder Scrolls V: Skyrim
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Re: Steam Top 10 |
Sep 24, 2012, 10:02 |
Bhruic |
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Jerykk wrote on Sep 24, 2012, 06:06: An active skill is one that requires a button press to activate. Death Blossom requires a button press to activate (as does Deception and that melee dash move). That makes them active skills. Sure, and a skill that requires you to be using another skill in order for it to activate is not a separate skill. We could go round and round on this all day.
As for the distinction between classes, this is a shooter. Ultimately, everything you do revolves around shooting and killing stuff. There are no arbitrary class restrictions on weapons, which I'm happy for. Instead, certain classes are naturally better at using certain weapons, which means that you tend to use those weapons when playing those classes. As an Assassin, I primarily use sniper rifles and melee because the skill trees (and passive skills therein) make me particularly potent with them. I also focus on weapons with high burst damage so I can maximize the amount of damage I do with crits. If I were playing a Gunzerker or Commando, I would focus more on DPS weapons and skills. If I really wanted to, I could focus on using melee and sniper rifles but I wouldn't be nearly as effective as the Assassin. I'm not talking about what you choose to do, I'm talking about what the impact on gameplay is. If you played the exact same way you're playing as an Assassin with the Gunzerker or Commando, your gameplay wouldn't be substantially affected. That's because, despite the fact the Assassin gets numerous sniper rifle bonuses, at the end of the day they are primarily passive bonuses, and mainly come down to doing 500 damage with a hit instead of 450 (using arbitrary numbers).
The main difference in gameplay would come down to the active skill each class has, and they do help differentiate, but not as much as could be accomplished if there were more active skills.
It sounds like you just want arbitrary class restrictions on the weapons. Personally, I think that's the laziest way to make classes feel distinct. Not at all. If you think that after reading what I wrote, you didn't understand what I'm saying at all. |
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