Back when ToS only had 7 ranks and 13 unique classes for each of the 4 trees (not counting hidden classes), having only two “new” classes to pick from at each advancement felt reasonable. There wasn’t really anything to build into for the long run, because the long run wasn’t really too far off. Rank 7 being the end goal made the selectiveness of our advancements feel more enjoyable, even though our early options were few. Plus, Rank 7, like the earlier ranks, only had two “new” picks. It was a bit of a tight squeeze, but it was uniform and still felt relatively open-ended, and it was always at least somewhat clear what you were going to build into.
Now that we have two more ranks and 14 more unique classes than before (again, excluding hidden classes), the narrow selection of “new” classes with each advancement has started to feel much more constrained. Even though the game has continued to grow and expand, we’re still locked into those same early build choices. We still only have the same two (“new”) options. Late-game classes allow for more variety in their supplementary early classes, but those options are still tightly restricted by the small pool we have in the early game. You REALLY start to feel how little wiggle room you have. Rank 8 gives you 4 new classes to pick from (at least for Swordsman and Wizard), along with whatever comes next, and because of that late-game variety, everything BEFORE then feels more restricted by comparison. And even though you have those new classes and that openness to look forward to at Rank 8, you still have the same number of possible combinations in Ranks 2-7. You are still locked into the same pattern of choices. You feel forced to know EXACTLY what you want by Rank 8/9 and so instead of building a unique class, you end up “making do” with classes or extra circles you might not want or need. And when you take into account that skill damage is all percentage based now, this regimented stratification as a method of power balancing is at least somewhat unnecessary.
To simplify it, you have all these new cherries-on-top, but nothing is different about the range of your choices in which sundae you want.
As such, I would like to suggest that (at least Rank 2) the earlier ranks be widened to include one more option for advancement. This would allow for early builds to have more variety than they already do, and make the juxtaposition of Rank 8’s choices and earlier class choices feel MUCH less rigid. And as new classes/ranks get released, you widen subsequent early ranks to further increase the variety.
How this might look (for the sake of demonstration):
1 - Classes that offer new weapon types/playstyles lower in rank. This way, players can experiment with a newer playstyle sooner. And because of rank rollback, building early for a weapon type they may end up not liking is less of a gamble, since you can play around with it and go back if you changed your mind. Ideally, the wider class pools mean that your early build is less likely to be catered specifically to that new weapon unless the player is certain of their build and what they want out of it.
2 - Progressive Condensing. As new classes get released, you widen subsequent early ranks to further increase variety in builds. This makes it so that the early freedom is still there, and you still have a comfortable amount of options late game. (Operating off of the assumption that all classes released from here on will be Rank 8, with Ranks 9 and 10 being used to give them their three circles)
Swordsman:
Rank2 - Peltasta (Tanking), Highlander (New Weapon Type/Slash DPS), Hoplite (New Weapon Type/Pierce DPS)
Rank3 - Barbarian (Slash DPS), Rodelero (Tanking/Strike DPS), Cataphract (New Weapon Type/Mount Mobility/Pierce DPS)
Rank4 - Corsair (Party Support/Dual-Wield DPS), Squire (Economy/Party Support)
Rank5 - Doppelsoeldner (Slash DPS), Fencer (New Weapon Type/Counters/Pierce Damage)
Rank6 - Dragoon (Pierce DPS), Templar (Guild Functions)
Rank7 - Murmillo (Strike DPS), Lancer (Mount Mobility/Pierce DPS)
Rank8 - Matador (Counters/Pierce DPS), Retiarius (Crowd Control/Dual-Wield DPS)
Rank9 & Rank10 - Circles 2 and 3 for Rank 8 classes.
Wizard:
Rank2 - Pyromancer (Fire DPS), Cryomancer (Crowd Control/Ice DPS), Linker (Party Support)
Rank3 - Psychokino (Crowd Control/Magic DPS), Elementalist (Elemental DPS), Thaumaturge (Support)
Rank4 - Sorcerer (Summons DPS), Chronomancer (Support)
Rank5 - Necromancer (Summons DPS/Magic DPS), Alchemist (Economy)
Rank6 - Warlock (Dark DPS), Featherfoot (Poison DPS/Side-Healing)
Rank7 - Sage (Magic DPS/Side-Support/Economy), Enchanter (Support, Economy)
Rank8 - Shadowmancer (Dark DPS), Onmyoji (Elemental DPS)
Rank9 & Rank10 - Circles 2 and 3 for Rank 8 classes.
Archer:
Rank2 - Ranger (AoE Missile DPS), Quarrel Shooter (Traps/Missile DPS), Hunter (Companion Support)
Rank3 - Sapper (Traps/AoE DPS), Wugushi (DoT/Poison DPS), Scout (Support/Stealth)
Rank4 - Rogue (Stealth/Evasion/Close-Range DPS), Fletcher (Crafting/Missile DPS/DoT)
Rank5 - Falconer (Companion DPS), Schwarzer Reiter (New Weapon Type/Mount Mobility/DPS)
Rank6 - Cannoneer (New Weapon Type/AoE DPS), Musketeer (New Weapon Type/Missile DPS)
Rank7 - Hackapell (New Weapon Type/Mount Mobility/Close-Range DPS), Mergen (AoE DPS)
Rank8 - Bullet Marker (New Weapon Type/DPS), ??? (???)
Rank9 & Rank10 - Circles 2 and 3 for Rank 8 classes.
Cleric:
Rank2 - Krivis (Passive Support/Magic DPS), Priest (Healing/Active Support), Dievdirbys (Passive Support)
Rank3 - Bokor (Summon DPS), Sadhu (Magic DPS/Support), Paladin (New Weapon Type/Support/Strike DPS)
Rank4 - Monk (Strike DPS), Pardoner (Economy/Support)
Rank5 - Oracle (Active Support/Economy), Druid (Magic DPS/Support)
Rank6 - Plague Doctor (Active Support/Magic DPS), Kabbalist (Math/Support)
Rank7 - Inquisitor (Strike DPS/Anti-Mage), Taoist (Magic DPS/Passive Support)
Rank8 - Zealot (DPS/Self-Support), ??? (???)
Rank9 & Rank10 - Circles 2 and 3 for Rank 8 classes.
As you can probably tell, I’ve put a great deal of thought into this. The above examples are just how I visualize it. I understand that there might be parts of this that aren’t feasible, and I also understand that the game is far from finished. If nothing else, I just wanted to put the idea out there and see what the community thinks. So please, share your thoughts!
Thanks for reading. See you all in the game!