04-14-2016, 02:38 PM
My votes are to new Talents and new Traits
Talents have been stagnate since the update that introduced new +growths to certain talents (March, Packrat, Preparation, Enchanting), and since I've began playing they've never changed. This isn't objectively bad, but, when most people's talent setup is typically the same across literally all their characters, there's an issue. Some talents are extremely powerful and or required to a degree (Capacity, Mancys, Preparation, March, -Devotion-) while others are so niche that only builds that specialize will take them (which isn't bad, and there should be more like this-- i.e. Expertises, Fluency past r1). Just off the top of my head, there could easily be talents for the remaining crafts that've yet to get one attributed to it (Woodworking, Tailoring, Tool-Crafting) or talents that support features implemented since they were first introduced (Fishing, Wood-cutting, Digging).
Traits face a similar issue, but, there's at least been the advent of a few new ones since I started playing. Of course, this did nothing to alleviate the similar issue with talents where there are many 'required' traits due to their usefullness (On Guard, Exceptional Health/Will, Blind Fighting, Tactician, Stability/Die Hard, Agile Feet/Afterimage, -SKIP-) , and this issue is MUCH worse in a way in that there's plenty of nigh useless traits scattered about (The many +1 SP traits, and Improvisation/Specialization to a degree, though the latter is slightly better now with Destiny existing)., meaning rarely will they be used due to how tight most people are with picking the 'best' traits. Even though the 'best' traits are generally. Well. Most of them beyond the +1 stat/sp ones. It, again, results in a lack of variety in most character's trait setups. Some easy suggestions I can think of for new ones would be similar to the ones I threw up for Talents, but, I feel like traits could do with some traits that cost more than 1 TP, since it seems this was planned at some point--something like giving an extra crafting level for a decent chunk of TP (3-5), or unique skills that can only be acquired by meeting certain pre-requisites (such as the many traits posted before here and here for example, something akin to a more specialized 'Special Attack' that only grants it for one weapon type.
Both of these would help make characters more diverse mechanically.
Talents have been stagnate since the update that introduced new +growths to certain talents (March, Packrat, Preparation, Enchanting), and since I've began playing they've never changed. This isn't objectively bad, but, when most people's talent setup is typically the same across literally all their characters, there's an issue. Some talents are extremely powerful and or required to a degree (Capacity, Mancys, Preparation, March, -Devotion-) while others are so niche that only builds that specialize will take them (which isn't bad, and there should be more like this-- i.e. Expertises, Fluency past r1). Just off the top of my head, there could easily be talents for the remaining crafts that've yet to get one attributed to it (Woodworking, Tailoring, Tool-Crafting) or talents that support features implemented since they were first introduced (Fishing, Wood-cutting, Digging).
Traits face a similar issue, but, there's at least been the advent of a few new ones since I started playing. Of course, this did nothing to alleviate the similar issue with talents where there are many 'required' traits due to their usefullness (On Guard, Exceptional Health/Will, Blind Fighting, Tactician, Stability/Die Hard, Agile Feet/Afterimage, -SKIP-) , and this issue is MUCH worse in a way in that there's plenty of nigh useless traits scattered about (The many +1 SP traits, and Improvisation/Specialization to a degree, though the latter is slightly better now with Destiny existing)., meaning rarely will they be used due to how tight most people are with picking the 'best' traits. Even though the 'best' traits are generally. Well. Most of them beyond the +1 stat/sp ones. It, again, results in a lack of variety in most character's trait setups. Some easy suggestions I can think of for new ones would be similar to the ones I threw up for Talents, but, I feel like traits could do with some traits that cost more than 1 TP, since it seems this was planned at some point--something like giving an extra crafting level for a decent chunk of TP (3-5), or unique skills that can only be acquired by meeting certain pre-requisites (such as the many traits posted before here and here for example, something akin to a more specialized 'Special Attack' that only grants it for one weapon type.
Both of these would help make characters more diverse mechanically.