
Originally Posted by
dlsidhe
Just to play devil's advocate -
The current enhancement system does little to take advantage of post U15 changes to melee and defense functionality. Moreover, it may have been a case that to update the UI, the whole system had to be rebuilt. If you look at the available PrEs (that aren't cleric, because those need real work, though apparently some people are finding that they aren't totally broken), the ones that already existed have either been vastly enhanced (AA, Tempest), redone to incorporate U15 (Stalwart adding PRR and dodge bonuses), or are attempts at enhancements/incorporation U15 functionality (Kensei, which apparently is supposed to have haste boost, and needs the tactics/seeker bumped back up to live levels).
I recall back around U9, when Divine Avenger was supposed to be released, there was an issue that it simply would not function correctly. My guess is that similar issues are connected to the decision to rebuild from the ground up, that there's something in the backend that made coding new enhancements a nightmare under the old system. Think of it this way - if you had the option of coding under an existing system, or building an entirely new system, when would you choose the latter? Only if it was less work in the long run than coding under the new system, is what I'd go with. The way MajMal is talking, QA will meet with the devs, give them the notes, and changes will start going in immediately - that means the system is easier to code. The ETA on turn-around from Alpha 1 - Focused Feedback to Alpha 2 - Free-For-All Multiclass Nightmare is roughly a month. A month to overhaul, at minimum from what we've seen -
8 Racial Trees
2 Paladin Trees
3 Monk Trees
2 Fighter Trees
3 Ranger Trees
3 (probably) Rogue Trees
2 Artificer Trees
2 Druid Trees
2 Sorc Trees
2 Wizard Trees (if Wild Mage isn't in yet)
2 Cleric Trees
2 FvS Trees
2 Barbarian Trees
...plus any racial prestige trees.
That's 35 enhancement trees at minimum. One-per-day, roughly, from Alpha 1 to Alpha 2.
Consider that, until now, we've gotten new PrEs at the rate of one or two per year, usually with a whole new class. The last new PrE for an existing class that I remember was back in U9, with Savants and Angels of Vengeance.
In summary, while what you suggested may sound simpler, it may - on a technical side - have been a much larger undertaking to move the current system to a new UI and code new PrEs. So, build a new system, incorporate new mechanics from U15, and then give it a looooong preview process to tweak for balance. If it's easier to code, then it's easier to tweak. If the reason changes weren't made to fix existing PrE issues was simply that the system was not friendly to modification, that would explain a lot.