I'm honestly happy that didn't change, and I hope it stays that way.
In the future, class mastery and IA sets might be the main determinant factor for some class variety, that already exists in some specific scenarios, for example, I didn't feel like subclassing any of my characters to arc beam because without the crux mastery on banner I'd just be making a weaker version of arcanist, so I just built something more unique for my non arcanist characters.
Now imagine if all classes had actual good IA sets and masteries, you'd still have a reason to play on that class, and with each class building around these unique traits we'd have some crazy build variety, and that's how a game with subclassing should be.
Ironic that the class skillines classes where chosen for and defined by (existing) since start of the game can now be used by every class while the things still exclusive to a class unusable by other classes are IA class sets, class mastery scripts and class styles that were all added less than 2 years ago after update 40 and not chosen by anyone creating his char before that.
SilverBride wrote: »I'm sad enough that my class skills were given to other classes. I don't want to lose my armor to them, too.
tsaescishoeshiner wrote: »Since the Class Sets are each based on a particular skill line, it would make sense if they were wearable if you had that skill line. (Some of the bonuses don't mention a class skill line, like Beacon of Oblivion or Pyrebrand, which might call for changes.)
It would take some rebalancing and probably some backend work. I think it would make subclassing a bit richer and add build options.
I don't think it benefits the playstyle of non-subclassed builds to make the class sets exclusive to them, it just limits players' choice of base class.