1. It's some differentiation, but not enough. Like right now? I'm a rogue who dabbles in magic and alchemy. but with a paragon? I'm a rogue who can harness my magic and use it to empower my strikes or cast spells through my blade.Do you feel that weapon selection choices, utility tools like alchemy or legerdemain, and the ability to potentially dabble in spell trees does not currently provide adequate options for character differentiation?
Do you feel that the current Paragon setups does so meaningfully?
How do you feel about the potential for Paragon multi-classing that this thread's proposal would allow for?
Based on these answers, I voted Fully Against - though I do REALLY like the concept of "gives players a chance to mini-forge if they want" idea. But losing XP/Levels in the process makes it a solid "against" for me.Please keep this discussion on track (@Draven and @Ruki you are drifting a bit off point)and focus on the deployment design, go ahead and assume there will be something desire able for the character looking at taking a paragon, even if it's not you (yet?)
1.) Correct that basic overall idea is paragons as they are now, tweak in consideration of the new acquisition. This does not mean paragon paths will not be adjusted over all, but to give a starting point.
2.) This is the set of skills you must have on your card, when you decided to take the paragon path. There would be no 'maintenance' skills required after that point.
3.) For this discussion lets assume it's an In between game thing that requires no teacher cards and is readily available to all comers who qualify
4.) The Paths would have the existing X Steps (currently 5) structure. You would not be able to 'double train' any step. There would be no hypothetical limit to paths other than the ever increasing cost for additional paths
Comment response - With the new XP system and lack of XP-> Build point confusion, this actually becomes very easy to modify.
1. Each Path will have pre-reqs similar in design to the existing (Given that paragon paths are still in design so to speak), but yes.
2. You would have to (get to?) drop skills to match your new XP total. These would be any skills of your choice as long as the result is legal.
3. Yes for all intents you are your new XP level (APL etc.) This would include for additional build growth going forwards. XP gain would be based on the character at the beginning of the event, NOT the post Paragon revision.
4. Yes, but it would be less efficient to wait obviously
5. At the moment of the mass purchase
7. Same as #5
Right now APL is a very basic count of rough power but it's not really very telling. I had a rabbit artisan that used to spike APLs by being the level 28 guy on that level 5 group despite having no real combat skills, so I'm generally not a fan of blind APL based combat. APL is currently only marginally useful determining how powerful a character is and plot members already have to account for that.I don't get it. You want someone buying paragon and getting stronger abilities to count as a lower level? Would that mean that level will stop representing how strong overall your character is? Can you drop back to single digit level with that and mop the floors with any opposition of your APL? If so - why would we need that?
Absolutely, but it pushes it back more than spending 50 build would for the same full path.Doesn't it also just push the scaling problem back a few years? At a certain point, players will have all the Paragon levels they want, and go back to just buying skills normally again. So then we've got the same high-level characters that caused the problem to begin with, but now they've also got a bunch of fancy tricks from their Paragon paths?
It would seem so based on the answer(s) provided in the post linked below. See the bottom section, question #3:To further clarify - would a person, who bought a few paragons and is keeping his level artificially low, gain xp at the same speed as another one of the exact same level but no paragons?
While it's clear you don't agree with the idea, and I appreciate the feedback so far, please re-read the original post for the thinking behind this. If it helps though here you go.Any potential advantageousness of this seems to elude me. Atm I only see a convoluted scheme to bypass character growth rate reduction with leveling. If anyone have figured out the point of this exercise - could you please lay it out in twenty words or less?