I had a thought about the progression of abilities in the game, inspired by the progression of pets in Super Auto Pets.
Maybe we should categorize the abilities, both the general ones as well as the class-specific ones, into groups based on quality. So, for example imagine that there are four groups.
Each time that the player is given the choice of a new ability, there is a mix of at least one class-specific and at least one general ability, and then one spot that could be either. Lets assume that the player is given an ability choice every third game level.
For their first choice, most abilities are in quality group 1, with a small chance for an ability in group 2. After six game levels, most abilities are in group 2, with a small chance for abilities in group 1 and a small chance for group 3. After 9 levels, it is mostly group 3, with a small chance of group 2 and very small chance of group 1. After 12 levels, most abilities are group four with a small chance of group 3, and a very small chance of group 2. The final ability is almost all group four with a small chance of group 3.
Or something like this. The example assumes that you are getting a lot of abilities, though maybe you will replace old ones? Maybe if you get duplicates they stack somehow? That seems like a tough design space though.
Maybe you could also take the enhance choice each time, which makes the ability somehow better, though again we would have to consider how each ability progresses in strength.
At any level (or maybe just after the first one or two abilities are chosen), there will be a small chance that a random ability is offered to the player from the full ability pool.
I had a thought about the progression of abilities in the game, inspired by the progression of pets in Super Auto Pets.
Maybe we should categorize the abilities, both the general ones as well as the class-specific ones, into groups based on quality. So, for example imagine that there are four groups.
Each time that the player is given the choice of a new ability, there is a mix of at least one class-specific and at least one general ability, and then one spot that could be either. Lets assume that the player is given an ability choice every third game level.
For their first choice, most abilities are in quality group 1, with a small chance for an ability in group 2. After six game levels, most abilities are in group 2, with a small chance for abilities in group 1 and a small chance for group 3. After 9 levels, it is mostly group 3, with a small chance of group 2 and very small chance of group 1. After 12 levels, most abilities are group four with a small chance of group 3, and a very small chance of group 2. The final ability is almost all group four with a small chance of group 3.
Or something like this. The example assumes that you are getting a lot of abilities, though maybe you will replace old ones? Maybe if you get duplicates they stack somehow? That seems like a tough design space though.
Maybe you could also take the enhance choice each time, which makes the ability somehow better, though again we would have to consider how each ability progresses in strength.