This is quite a big issue, in my opinion, that nobody seems to be talking about.
Namely - having slottable stars that you have to choose between, while a great idea, is being executes in the worst way right now.
I understand the core idea - separate the boring "passive" skills that just buff certain stats, or provide flat increases and generic bonuses and more impactful, stronger ones that can even alter your whole build. Great idea, on paper!
I looked over a list of all the constellations currently, and I noticed the thing I was scared of - over half of all the stars are "slottable" ones, that need to be slotted to be used. That means over half of your cp will go into things you won't even be using. But the real problem comes with the fact that
MOST of the slottable skills are actually things that should really be passive to begin with!
Of course, yes - there are some really cool ones that sound pretty powerful, and make sense to be slottable - powerful tanking, healer, or dps skills that change up your playstyle and you only want active on specific characters, definitely not something to be given to everybody all the time. But for every one of those, we have about 3 "flat stat increase" skills, that you will either never take, or will only take the most very powerful ones that end up being "meta", which is neither interesting not all that impactful.
But even that is not as big of a problem, since we'll potentially end up with fewer of those as they get changed, and only ones that you change whenever you change buids. Fine.
The real problem, and I'd argue a great, ridiculous one, is the Craft tree.
This, indeed, is a mess. There's multiple problems with it's over half skills that are "slottable". Let's start with the multiple "extremely situational, fringe case ones.
These would be ones like "Reduce armor repair costs", "increase value of fenced items" and, most horribly "Once a day, remove 1k gold from your bounty if it exceeds it".
All of these are skills which are useless, except in the very small windows when you repair your armor, get 1k bounty, or fence stolen goods. This makes them something not even worth getting, because it would be tedious to swap them in and out and in and out every time you do their related thing. Even worse, the bounty one has a 1 day COOLDOWN. So you literally don't even benefit from it. They're all, not only a waste of a slot, but a time waster. These skills should, without a doubt, be passive, and that's that.
Next, we have all of the "reduce harvest time" "increase harvest yield' "fishing rates" "fishing time" "movement speed" etc. These, on paper, sound alright - you will swap them when you're going to go gathering, or when you go fishing, or when you craft writs, or when you deconstruct items, and so on. The problem here is that these are all things we already have, active all the time, for free. It makes sense to swap them, but it's yet again busy work, and it will even more so - discourage you from grabbing that random mining node, or that fishing hole, while you quest - knowing you'll be *losing out* unless you change your build, which you won't want to bother with.
To drive this point even further - both of these previous categories are ones that are only useful for small, specific things, and do not interact in any way with combat or provide any kind of power creep if you were to have them active passively all of the time. Unlike the other two skill lines, where it would be unfaur to give you powerful tanking buffs that is on alongside all the powerful healing buffs, and all powerful dps buffs, here it does not matter if you get them on all the time, except reducing wasted time going into menus to change them for every piece of gear you deconstruct/craft, every node you harvest, every fish, every armor piece you repair, every time you get a bounty, every time you turn in a fenced good, etc. Why is the "merchant prices buff" one passive, but half of these active? There's no pattern to it.
Then, the third type of active buffs, are useful ones that alter combat, like extending food buffs, giving you free potion uses, ressurect faster, etc. Those are things that make more sense to be slottable, although an argument can be made for that they are, still, things we get to have on all the time now, and will be getting effectively nerfed by being turned into a hassle.
Ultimately, I think the solution is to make most of the Craft constellation skills passive, and either introduce more powerful, impactful skills to choose between so that it makes sense and is not a chore you have to do every single time you do a menial task.
EDIT: Even better, it adressing both issues with Craft skills being better off passive, and the other two having too many slottable skills, would be to simply make the craft skills all passive with no slottables, and give its slots to the other 2 constellations, for more room to pick interesting/working builds from the way-too-many slottables. (say, for a total of 6 for each of the 2, and no slottables in craft.)
Edited by AlexWaff on February 13, 2021 7:51PM