Spellcraft and Heal:
I'm not totally against moving the spellpower enhancements to the skill system, but if you really have to, give all the classes that take spellpower an additional skill point (and Clerics, Druids and FvS two, due to Heal). And make it so that the highest of INT, WIS, or CHA is the modifier for your Spellcraft. It's absurd that a Sorcerer's casting stat doesn't contribute to the skill that gives them more spellpower.
Or better yet, just drop this idea and give a bonus to universal spellpower based on class levels. +4 at level one, +1 for each level.
The Enhancement System:
Overall criticisms:
- Way, WAY too many prerequisites as compared to live, e.g:
- Currently, Ranger Sprint Boost requires no investment in ranger enhancements, only levels. The first tier of Ranger Sprint Boost requires 1 AP
- With the new system, you need to invest 5 points in the Tempest line BEFORE you can even purchase Sprint Boost. The first tier of Sprint Boost now requires 7 AP (and, besides Whirling Blades, all of the Tier 1 abilities are worthless). For a Ranged-specced Ranger who already has Sprint Boost, you are doing nothing but wasting six of their AP
- Players already invest in a class by taking class levels, they shouldn't have to invest so heavily in the class's enhancements
- Currently, someone who wants Fighter or Rogue haste boost would take a level of that class and purchase the enhancements. They give up the capstone for their base class. Deeper splashes give up even more
- With the current system, getting a specific, desired enhancement out of a class could be extremely cost intensive, depending on what it is you want to buy
- Something interesting happens when you get even deeper splashes, like 12/8. Almost no power is lost from the base class: you give up the fifth and sixth core abilities, and *nothing else* (unless you count class-based DC effects, spells, or auto-granted/extra feats [of which many classes have none]). A 8/6/6 build gives up nothing but the fourth, fifth, and sixth core abilities of each class, yet unlocks every other enhancement for each class. I believe that this could create a large power gap between multi-classed and pure builds. I'm not saying a multi-classed toon shouldn't be more powerful, but I don't think they should be overtly so
- Enhancement costs, however, are so high that it may not even matter. But I imagine a lot of builds coming up that have 12 to 15 levels in Ranger, Monk or Fighter (who get a lot of benefit from auto-granted/extra feats), but take a second class that has better enhancements and spend all the points in those trees
- The goal of the enhancements pass should have been to complete/add more prestige classes, buff the classes/prestiges that needed it, and improve the UI. Additional objectives could have been remove . What you're doing here is far too disruptive. You should work with what you already have, because the current system works but could be better
Some suggestions:
- Prestige lines should be reserved for prestige abilities. It is appropriate for Shield of Whirling Steel to be in the Tempest line. It is not appropriate for Sprint Boost to also be in there, even if it fits the theme of "speedy".
- Each class and race should have a "general enhancements" tree
- These enhancements would NOT require the purchase of other enhancements in the "general enhancements" tree, unless they're an upgrade of a previously bought general enhancement (e.g. Spell Penetration II requires Spell Penetration I)
- General enhancements are unlocked by using AP in any other tree, eg. tier 3 of the general enhancements is unlocked by spending twelve total AP
- General enhancements would require a certain number of class levels
- The general enhancements tree would contain enhancements that shouldn't be buried under prerequisites that aren't very useful. Human Healing Amp is a very important enhancement, yet is now buried under a bunch of other prerequisites that you might not want. Currently, TierIII of healing amp costs 12 AP. Now, if you want to keep it, you need to spend an additional 10 AP. It doesn't matter what racial enhancements you could purchase with that AP; it eats away at the AP you could have spent in other places. *No one* enjoys having to purchase things they don't want, just to unlock abilities they do want. And there is a lot of that in this build
- A lot of the general enhancements will be (and should be) a copy-paste of existing enhancements
- Power should be moved back to the level of your class, and away from the number of enhancements you invest in that class. This would be accomplished by raising the required class level of the tiers, and lowering their AP cost (and/or giving auto-grants)
The User Interface:
The current one is a piece of junk. Has to refresh after you purchase something, the "hide these items" doesn't persist after a refresh (no, I don't want Improved Repair on my Rogue, stop showing it), lots of scrolling... this new one is better, but still a piece of junk. It could be a lot better. Quite simply, it takes up way too much screen space. I don't need to see the enhancements from one class, or my racial enhancements, if I'm working on the enhancements for another.
Suggestion:
It's so intuitive I won't even explain it.