It is very sad that a debate in the forum is more interesting and “fun” than the video game itself. Well, on the issue of how the skills and class system should be, there may be a third way that would not be to return to the old system (Circle Ranks) or try to fix the current one (ReBuild).
I started playing this in his “preorder”, but eventually I went once for the direction I had everything (this topic is not to discuss that and my message is already in place), later, after a period of years I returned for the ReBuild issue … to leave again, since, it seems that even the developers do not know what to do with their own game (patches here and there, but no absolute solution to the roots of the problem, the important ones in the background ).
And here we are, with the issue of the skill system. First of all, to say that I was a victim of the ReBuild, because weird builds that I liked to play, nowadays are impossible because of the movement of jobs to other branches, among other things such as the elimination of skills that offered alternatives in your “build” . In short, beyond what affected me, I didn’t like ReBuild at all; The idea was good, but the execution was painful. I will not play until they clear up and the game is minimally stable.
Technically speaking, it is impossible to make the system balanced (just not, because the fair does not exist) because of the amount of “Classes” and the ever increasing level limit accompanied by new “ultimate gear”, but also, we must add the non-separation of the “Jobs” of the “Classes” (professions, to manufacture, cultivate, build etc., should go separately, like any other RPG). When you add and remove every day, but you don’t repair the roots of the problems, you have this result.
So what could solve the problem of imbalances and inflatable system? A new, absolutely, system designed from the base (including skills and “classes”) and not a ReBuild2 that does the same as its predecessor, that is, pick up a bit from there and here and change a little here and there.
A good idea, could be, reduce the number of “classes” to the same number of branches, so, we would have only one specialized in Melee, one in guns and other projectiles (arrows, cannons …), and a third focused on magic.
Each in turn, would have key skills called “expertise skills” that would unlock (not to be confused with passive, which would add them as unlockable in the same system), depending on their level, certain skills or others, and of course, the amount of skills it would be quite high to allow unique characters, and in certain parts, with combo skills with others (for example, if you learn X Lv from one “expertise” with another; Water Magic Lv1 and Earth Magic Lv1 unlock “Mud Magic Lv1” skills; " Water Magic Lv1 “and” Cold Magic Nv1 “would enable” Ice Magic Lv1 “;” Heal Magic Lv1 “with” Water Magic Lv1 “would enable” Water Heal Magic Lv1 "spells - remember that Tree of Savior is a fantasy game, stick to a real lore limits-).
Of course, the idea is that all skills (would be MANY) only have a single level and dont need point to asign in this one (the expertise skill dictaminate what skills you can use), so that a damage ability of Lv1 would do less damage than one Lv5 and this in turn, unlike an Lv10.
For example, a character from the magic branch (we assume that his expertise will be according to elements); “Fire magic Lv1”, this would activate the fire magic with that category, while “Water Magic Lv10” (assuming 10 would be the maximum) would enable the corresponding floods.
In a Melee character the “expertise” would be according to the type of weapon or martial arts used; from “Swordplay Lv1, etc.” up to “Karate Lv1” (with combos like magic; “Karate / Judo / Jujutsu and KungFu Lv1” should activate the skills “Kajukendo Lv1”).
To make it balanced and interesting under the premise of “quantity vs. quality” and vice versa, the points to be assigned in the “expertise skills” would be limited (as now), but more level, more points you would need to unlock the next one (Fire Magic Lv1 to 2 you would only need to invest 2 points, from Fire Magic Lv5 to 6 you would need 6 and not just one or two).
In the end, the goal is for the player to feel that he can try, within the options he has chosen, different ways of playing and applying skills without restarting or creating more characters for nothing (its similar to collection pokemon here), he would feel an evolution from when he starts playing until he ends up looking for the " ultimate gear. "
p.d: why not place a support / healing branch in this hypothetical system? That would complicate it, in addition, such skills would be activated with the right combination of “expertise skills” (see example of magic combos). Anyway, another post that will be at the bottom of “the unread list of IMC.”