As you have seen, over the past mega patches, classes have been losing their unique skills and effects.
Some unique skills that defined class identity made them very favorable for that role. Ex: DragonKnight for chains, minor brutality, team shields, engulfing flames or Templar for ritual, minor sorcery, purge, bol etc. For this reason, some of the effects either got removed or made available to all the classes via weapon skill lines/generic skill lines.
As i see, the idea was to make class skills usable for magicka classes and weapon skills for stamina so that both class and weapon skills would get used. But this resulted in loss of identity for stamina classes as they felt generic.
Now how do you add identity to the class without making them Best In Class for that role? How do you make class skills worth using over weapon skills and vice-versa?
Developers solution to this problem was to make weapon skills provide unique buffs/debuffs and add/improve effects via arena weapons. Now the problem is, if a class skill becomes superior than its weapon variant or vice-versa then why would anyone use one over the other?
Existing games accomplish this by :
1) Providing class skills only and by enhancing them via talent trees as a progression reward.
2) Providing generic weapon lines, limiting the weapon type to class/gender and by using talent trees to add class specific effects to them.
My solution is to combine both by removing the weapon active skills and by keeping the passives only. I know some of you will flip out but just keep calm and read further.
- Active class skills will have unique effects based on the weapon equipped.
- This will allow developers to change class skills properly for their respective roles. Tanks will get chain/taunt/debuff skills built into their skill line. Healers will get ground hots, instant heals etc. DamageDealers will get spammables, single/aoe dots, ground dots etc.
- Arena weapons will get modified to enhance the effects on the weapon passives rather than actives so that one will continue to use class abilities making them unique.
- This will simplify the game a bit as new players wont get overwhelmed by so many active skills.
The traits and enchantments already change in magnitude according to the weapon type so this will help alot with the above suggestion.
Challenges -
- What would happen to skyshards if all those active skills gets removed?
Any comments?
Edited by techprince on September 30, 2019 5:18PM