I've enjoyed this game since the [relatively] early days of GLB1, with longer and longer breaks every time I get frustrated with the meta. I know there have been some changes here and there to make dot-builders rethink things (ie First Strike, etc), but sometimes it seems like the more things change, the more they stay the same.
I think there are two ways ability points could be used to broaden the range of builds at most positions:
1. One way to instantly refresh just about every position is by increasing the base ability points each player gets by 3-5 points, which would drastically broaden the range of abilities actually currently used by the meta builds at each position.
2. Another way, that's kind of similar to the first, is to give tiers to the abilities--making lesser-used or less powerful abilities added incentive by cutting the ability point cost per level in half (ie 1 point per level upgrade or cutting the upgrade cost in half). Spin Cycle should cost more than Second Wind, and Pancake Chef should cost more than Goal Line Blocker or You're Next. Rather than making better abilities more expensive, just make the weaker ones cheaper.
Not only would either of these make more balanced builds palatable and schemes less one-dimensional, but it wouldn't require a costly or time-intensive overhaul of the game's physics. Win-win.
I think there are two ways ability points could be used to broaden the range of builds at most positions:
1. One way to instantly refresh just about every position is by increasing the base ability points each player gets by 3-5 points, which would drastically broaden the range of abilities actually currently used by the meta builds at each position.
2. Another way, that's kind of similar to the first, is to give tiers to the abilities--making lesser-used or less powerful abilities added incentive by cutting the ability point cost per level in half (ie 1 point per level upgrade or cutting the upgrade cost in half). Spin Cycle should cost more than Second Wind, and Pancake Chef should cost more than Goal Line Blocker or You're Next. Rather than making better abilities more expensive, just make the weaker ones cheaper.
Not only would either of these make more balanced builds palatable and schemes less one-dimensional, but it wouldn't require a costly or time-intensive overhaul of the game's physics. Win-win.






























