So I had that nasty idea for some time, haunting even in dreams:
What if instead of having 1/2 entries/exits to/from blitz/ability/aura/keystone they would be merged in middle into a horizontal list (carousel or however it’s called) allowing us to select whichever we want?
It’d give us some flexibility, e.g. currently I can’t take Assail and Psykinetic Aura (not to discuss if it is or is not balanced), which is a reason many people skip Assail (or something else) - they are forced or “encouraged” by much better talents (or just more suitable to their playstyle) to select the “notables”. Also - not sure if it’s still an issue, as I wasn’t following much discussion over Darktide recently (also many of them were just about havoc) - but in the past there were many complaints about height/width of the tree, that there we don’t have as many points to experiment. Even currently given more bridges and squishing the trees little bit, we have to spend few extra (unwanted) points going from left to right and/or going through talents that don’t matter much to us.
It’d give flexibility also to Fatshark - if we are ever to get more subclasses (subcareers?) right now that means another branch, meaning thinking about place in the tree (on the edge or middle right/left?), buuuut placing in the middle will break some builds. On the edge means longer road to another edge and again thinking about squishing the tree/making more bridges. Instead Fatshark could make even one notable without thinking about whole tree and call it a day.
Of course I’m biased and don’t see many difficulties/issues, but I guess some (maybe even Games Workshop?) will complain that it’ll be even less lore accurate (pls don’t bite, I’m not much into any of Warhammer universes) and subclasses will lose even more of their identities but from gameplay perspective, I’d say that pros outweight this? I mean if you want to roleplay and go fully lore accurate you will still have an option (maybe even easier to accomplish, so might be win-win?).
Also probably balancing might be kinda bigger issue (if it wasn’t already) as some talents were designed (again not to discuss if poorly or well) without thinking about interaction with another as it wasn’t possible in the past. Now changing one thing, changes only limited number of interactions, so e.g. nerfing/breaking one meta build doesn’t necessarily nerf/break many other ones. With increased number of interactions it’s easier to harm more people or not predict making specific build more op (fun not allowed), but, hey, we are testing changes, right?
In general - there are always going to be meta builds (I don’t believe in achieving perfect balance lol) but I think this change would make that there will be more variation in builds, flattening op-ness - even if there will be “the best” build it won’t be as big outlier as it currently can be, making it only viable option.
Basically closing little bit skill issue gap between builds and allowing some adjustments in playstyle. Weren’t you sometimes thinking when looking at someone’s build: “Looks fun, but I don’t like playing with X, I’d love having Y, but can’t without making whole different build”?
Welp, longer rant than intended. During my short research I haven’t found any discussion about this, so I hope nobody will yell at me: “It’s been discussed 100 times, here you have 20 of them. Topic closed”.