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Daraaaan's avatar
Daraaaan
Seasoned Veteran
1 day ago
Solved

Game Design: Stop Adding, Start Subtracting

I want the development team to avoid additive design and instead focus on a philosophy of subtraction for game design.

Continuously adding new mechanics and systems only inflates game complexity and leads to severe power creep. We need to pause and reevaluate past additions rather than keep piling on new layers.

  • ExamplesNew Legends: Characters like Seer, Horizon, and Alter were released in an excessively strong state, breaking the overall balance and taking far too long to recover from.
  • Reworks: Reworking legends and weapons (such as Ash and Hemlock) by adding entirely new abilities or mechanics (the "more is better" mindset) often creates new problems instead of solving them. On the other hand, when reworks like Bloodhound's fail to resonate with players, the development team's investment of effort turns into misplaced pride, making it impossible to fix or roll back.
  • Sharing Class Skills via Perk Systems: Allowing characters to borrow abilities from other classes drastically expands individual toolkits, inevitably resulting in far too strong and broken meta. (Note: Pathfinder is an exception here, as his perks merely returned abilities he originally possessed, balanced against the trade-off of having an excessively large hitbox.)

 

From a game design perspective, constantly adding mechanics backfires. What is truly needed is a philosophy of subtraction—reducing burden, complexity, and clutter. This is a fundamental principle in design.

  • Hi! Daraaaan​  Thank you for taking the time to share such detailed feedback about the current direction of game design.

    The points you raised around power creep, increasing complexity, Legend reworks, and the addition of shared class abilities are valuable perspectives. We’ll make sure this feedback is documented and shared with the appropriate team for consideration.

    While we can’t comment on specific design changes, feedback like this helps highlight how different systems and mechanics are being received by the community. 

4 Replies

  • While I could not agree with you more, you have to understand that this game is nothing more than a for-profit business, with a lot of those profits coming from skins, etc. for characters. For that reason, there will be no end of new characters with their own skills, no matter how much we don't want/need them.

  • Daraaaan's avatar
    Daraaaan
    Seasoned Veteran
    17 hours ago

    EA_Edu​

    Thak you your Reply.

    I am honestly surprised to receive a response from someone on the development side.

     don't claim my opinion is the absolute truth—different viewpoints reveal different landscapes from where we stand.

    It always felt like pitching the ball into total darkness—so quiet that you couldn't even tell if there was a person or a wall out there. Even if my ball didn't come back to me, I glad to hear the sound of your glove catching it, rather than just an echo off a wall.

  • EA_Edu's avatar
    EA_Edu
    Icon for Community Manager rankCommunity Manager
    1 day ago

    Hi! Daraaaan​  Thank you for taking the time to share such detailed feedback about the current direction of game design.

    The points you raised around power creep, increasing complexity, Legend reworks, and the addition of shared class abilities are valuable perspectives. We’ll make sure this feedback is documented and shared with the appropriate team for consideration.

    While we can’t comment on specific design changes, feedback like this helps highlight how different systems and mechanics are being received by the community. 

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