

ini config variables and all configurable variables will be updated in ability descriptions accordingly.

The class abilities are highly configurable. To counter-balance this, the power of high-rank or powerful skills will typically be less pronounced than you may be used to (no Serial or Bladestorm, etc.) and custom costs (more expensive) have been setup for purchasing all abilities through the Training Center, based on the power and synergy of the abilities at that rank. The skills that grant new actions or open up new plays will be available earlier in the tree, where they are needed most (before all the interesting options from gear start to come online, when you have nothing, rather than both gear and skills coming online at the same time mid-game). The classes are also designed to give more tactical options early on. This concept is inspired by RPG games and gives a lot more flexibility in the skill trees for these classes.

For example, you don't have to spend all your level-ups purchasing healing-related abilities on the Field Medic to make them a competent healer - They get better at fulfilling their basic role as they rank up built right into their kit. Specialist embraces the most advanced technology, using an array of high-tech utilities to disrupt their enemies and support their allies.Ī unique feature of this class pack is that each class has some built-in capabilities related to their role that grow with them based on their rank (Class Proficiency skills), either granting them role-related bonuses or increasing the potency of role-related skills that they can learn as they gain experience.

