Yes, I read that in the other post. For example:
This describes a passive ability that you select that modifies how the previously selected on (shooting the ray in the first place) acts. This is how the skill tree in last epoch works. The only difference is that you want people to have to type in a numeric code each time to activate it. I assume this means you think that players will choose something different in different situations? But to make this even a viable option compared to focusing on one variation, they would have to also:
- Make it so that you can scale all the damage options equally, which would mean completely revamping the tempering system and either adding more skill points or designing your system so that it only really applies to one skill per build
- Change how enemies and environmental effects work so that you got some benefit out of the in-combat flexibility provided
- Beef up enemies or nerf players so that things die slowly enough for you to be able to triple the number of button presses required to attack them and still have something left to attack
And even if they did all 3 of these things, I doubt this is the right way to achieve the complexity your after. The reason fighting game systems work is because the buttons have dedicated functions like high kick, medium kick, low kick, that can be modified by a combo but roughly retain their meaning. High kick doesn’t suddenly become block, low kick doesn’t suddenly become an overhead hammer punch.
You’re suggesting that I enter a 3-digit code to get the effect I want (and memorize 64 of these codes for each build), but why not just use the PoE controller scheme, where I can use the face buttons to provide 4 options, hold the right trigger for 4 more options and hold the left trigger for 4 more options? Why not create synergies between the existing skills instead of adding new, unrelated skills that only pop up once I use a base skill?