Yep, and I have no problems with doing it that way. How I'd handle it is that instead of considering procs to be an upgrade, each proc or weapon effect (passive) would have advantages and disadvantages, and be used to unlock / support certain playstyles or work around meta issues. An example of the latter would be a weapon which converts damage dealt, either all damage or damage from a particular damagetype, into a different damagetype, while displaying on the weapon an aura effect which corresponds to the shifted damagetype (purple for Spirit, green for Corporeal and orange for Elemental), as a means of allowing some classes to get out from under the feet of others that share their damagetypes.Shadowgurke wrote:Sideway progression is meant to mean different procs but equal in terms of power. Different options instead of better options
I would rather have the tactics and skill trees of balanced classes represent the majority of the game's customization, instead of shoving procs, effects, renown abilities and use items into the game, blurring the lines between classes more and more.
While I'm always a proponent of anything which increases individual skill, I think something like this would be too radical to consider for WAR.Shadowgurke wrote:<Efficiency>