
Originally Posted by
Tilomere
Other than some trees allowing replacement stats to hit and damage or minor defenses to survive a bit longer, neither of which is a build, build enhancement trees in DDO generally look like this:
There are some variety, in that sometimes a single useful ability is core 3 or core 4 instead of tier 4, or sometimes elsewhere, but really all the power of the build trees are maybe 1 ability before 12, 4-5 abilities you obtain at level 12, 1 ability at 18, and 1 ability at 20. They do this to prevent broken multiclass combos. The problem is that this leaves a poor leveling experience in that you generally only get 1 or 0 fun and useful abilities before level 12, and nothing after if you multiclass, and really nothing to use significantly in heroics after even if pure due to capping at 18.
Basically, they chose to balance the game by removing the ability to pick multiple powerful abilities from multiple trees. If you are going to remove choice, then do it in a way that makes the game more fun. For example, lets say we force a monk to pick a major and two minor focus, and they pick shintao as their major focus. We can take these 8 powerful shintao abilities, and spread them out from X-20, so they feel and play as a shintao starting at level X. Right now, for balance purposes, you play as basically a nothing for 11 levels under many trees.
The purpose of enhancement trees is to allow choices and customization for a player to make decisions and come up with their own powerful combinations. If you aren't going to allow players to do that, don't use this busted version of enhancement trees that limit fun and flavor. Just give a set of abilities that are fun to play with in a continual progression like all other games.
The other problem with this type of design is that it gives only a single unique replay. Since this type of build tree design is incompatible due to lockouts and AP with any other build tree in heroic leveling, there are no synergy builds, and as such the tree is a standalone singular experience. This will initially attract explorers to try it out and enjoy it, but not stick around to enjoy various permutations because there are none. For example, if I wanted to combo the high attack speed of inquisitor with EK imbues, it won't effectively work in heroics because half of the EK imbue power is tied up in the capstone, because EK is designed just like Shintao and Inquisitor.