#9 - Oct. 5, 2010, 11:26 p.m.
There are only so many ways to make a resource system before they start becoming overly complicated, confusing, annoying, esoteric, or maybe even just meaningless. We know. We've been through many skill system revisions and continue to be in the midst of them. None of the ones put into practice wildly flared in any of the aforementioned directions, but even minor tweaks to established concepts can have an enormous effect.
There's a reason why a few basic resource system concepts have existed since the beginning of game-time, and permeate game after game after game.
ANYWAY, we've tried a lot of things regarding fury build up and decay. I think we've hit a good place of mixing what skills can be used whenever, what skills have cool downs, what skills require fury, and what skills require fury
and have a cool down. At least a good place where more play testing is needed. And of course there's all the different ways to affect fury gen/decay. Of course!