I say this without knowing what the future holds, but I like the generic feel of the Warden Class Mastery. I can see the merit in skill or class specific bonuses, but I like the generic feel of the Warden passives. I can be more flexible in my builds rather just being locked into class skills. In any case, looking forward to see how this all pans out.
i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (fully filled out with current game), as well as almost every antiquity furnishing on display to preview them
in progress: acquiring mundus stones (currently only have the thief)
I appreciate this is not technically a nerf of my already sub-optimal subclass theme builds, but it certainly FEELS like a nerf.
A modest proposal (half-serious): There should be some kind of floor-raising Class Master-style boons that are available only to sub-optimal/non-meta builds.
"Did you subclass 3 skill lines that in no way compliment each other, because your theme is skills that start with the letter D? Here's a bonus to your damage shields!"
I like the idea behind Class Mastery. After subclassing, base class identity needs a reason to matter, and this seems like a good way to reward players who want to lean into their original class instead of mixing the strongest lines from everywhere.
That said, the system needs to be very carefully tuned. If these passives are too weak, single-class builds still will not compete with subclassing. If they are too strong or too generic in the wrong places, we just get a new balance problem.
I actually like the more flexible/passive designs, like the Warden direction, because they can support different builds instead of forcing everyone into one narrow rotation. But some passives seem too restrictive or awkward. For example, if a Sorcerer passive depends on cast-time Sorcerer abilities, but the class barely has any practical options there, that feels like a passive that looks interesting on paper but will not meaningfully support many real builds.
I also hope Class Mastery does not accidentally make fun theme builds feel worse. Some people subclass for roleplay or flavor, not because they are chasing the meta. It would be nice if the system raised the floor for underperforming or non-meta builds instead of only rewarding already-efficient setups.
My main asks would be:
Make Class Mastery strong enough that single-class builds are genuinely viable.
Avoid narrow triggers that only work with one or two awkward skills.
Balance PvE and PvP separately where needed.
Keep the passives broad enough to support multiple roles and playstyles.
Do not let this become just another mandatory min-max layer.
Overall, I think Class Mastery is a good direction. It just needs to reinforce class identity without turning into either dead passives or a new balance mess.