Originally Posted by
sephiroth1084
First, I know that having 5 columns along the bottom of the tree window, and lining all of the enhancements up with those as you rise through the tree is aesthetically pleasing, but other than that there's no reason for the class and race trees to be so restricted. You can have the 5 "Core/Auto-grant" abilities at the bottom, still, but have 6, or 7, or 10 columns for the rest of the tree. There's no reason for this arbitrary restriction.
Why do I bring this up? Because it looks like some of the design decisions were made around that restriction. One glaring example is our being forced to choose between action boosts, rather than having access to each/all of them. Why should a Ranger have to choose between Damage Boost (an always valuable offensive ability), and Skill Boost (an occasionally useful utility ability)? That's going to be a clear choice for nearly everyone. Now, it may be an intentional decision, but things like this just look to me like you're squeezing. Ditto on the multi-selector, multi-tier enhancements where we can choose one of two or three options at, say, row 1, then can choose one of the remaining options at row 2, and the last option at row 3, whereas in the live enhancement system, those would all simply require the same amount of AP spent, and would be available at the same point. The 5-column tree appears to be forcing awkward design elements like that.
Second, the limitation of only being able to spend AP in 3 trees is overly constricting and largely unnecessary. There are other ways to limit how far any one character can progress in multiple trees, such as through enhancement costs (we still have only a limited amount of AP available in total), and through occasional prerequisites and class-level-restrictions. Obviously, the idea behind the proposed system is to free us a little from those gates, but if those checkpoints are replaced with impassable walls, it's a step back, not an improvement.
For some multiclass builds, enhancements are a secondary concern, while for others they are the main reason for multiclassing. In either case, the new restriction strangles a lot of builds, particularly since many core-class abilities have now been shunted into only one tree or another, so you can't access them if you want to invest in your multiclass trees at all. For example, my archer is a half-elf AA monk 12/ranger 6/artificer 2 (a fairly common split). I've got AP sunk into Earth and Water stances, Ninja Spy, Healing Amp, and Ten Thousand Stars (Wind stance), which will probably be 3 different trees in monk, Favored Enemy Damage, Skill Boost, and Sprint Boost, which are from two different trees in ranger, and Wand and Scroll Mastery in artificer. That's a total of 6 trees I'm invested in. The ranger enhancements aren't necessary, per se, but Sprint Boost especially is a quality of life investment, and Skill Boost helps fill out my ability to handle traps, and UMD things earlier in the game, while at least two of the monk trees are necessary for the character to function, and the artificer investment is there to round-off the character's survivability. The AP invested beyond 3 trees doesn't make the character broken, or super-powerful--it keeps it competitive with melees, and ensures that I can contribute more than just mediocre ranged DPS to my party when Manyshot and Ten Thousand Stars are timered.
If you're concerned, tie some of the stronger enhancements to class level, or stick them behind a prerequisite. Ultimately, you can only spend 80 AP in so many ways. You've already back-loaded a lot of the really valuable enhancements, while many were front-loaded, so additional restrictions aren't necessary.
Seeing basically every single character currently in the game getting dialed back, because abilities they have currently are being split into multiple trees and gated off behind high AP-spent prerequisites is very frustrating.