I second abraxas responding to neo; those capable of reading almost two pages, or even just one or two posts prior to neo's post - as the main points have had to be restated because of the subtlety/challenge of the concept at hand - could easily avoid irrelevant commentary. Regarding resolution of ap, not amount of it, is the question at hand.

The point that the ap cost of an ability has a static value and is no longer integrated to the character class is something that I have not really appreciated yet. It does appear that their intention would be to no longer have interaction between ability level and ap cost of abilities. The motivation to loose the high resolution of ap as well as loose the interactivity might be one and the same, as one supported the other - without finer discrete action amounts, any change in ap costs for an ability would have to be relatively large, a big course chunk of cost cut off. This would streamline character building into direct supports of specific abilities that would be most advantageous to the build to have be low-cost.

An alternative would be to switch cooldown modification by a capped decrease gauged by ability level.

This is a separate issue from ap resolution.

Also, thanks for clarifying that reasoning, raze.
In the short videos of PAX pvp and some of the single player gameplay, I have noticed the simplification of decision-making (loss of choices) and been irked by it. It might just be that I prefer longer turns, enacted by requiring more tedious forethought to account for each possibility, than most players. There is still a pretty good range of opportunities, but they are all obvious and uncomplicated.

Last edited by theflightless; 02/07/16 01:34 PM.