Quote Originally Posted by Skies View Post
Hrm... Aren't skill trees quest-based and called Jobs in this game?
I mean, that's what it looks like to me.
They are. The question then is simply whether or not one can reach a satisfactory amount of uniqueness in niche or playstyle they enjoy through the class system, just as would be asked for any skill tree of any given class in any other MMO.

Back on point though. Whatever system is made for alternate advancement (i.e. not just levels and defaults) I'd like to start basically from the beginning. Heck, if you make the system out of parts leveled separately, let's say Traits, you might even be able to encourage that people make a "spec" out of their leveling experiences, rather than swapping to a forum spec at level 50, since it would take time to level those new traits (before selecting them as your active ones).

Basically, you keep gaining xp after level 50, just with no effect to your max level class. And this xp is spendable directly on leveling traits. Some paired traits (let's say Aegis Shield - more percentage damage taken healing vs. more healing from damage NOT taken / blocked) will automatically gain half of the xp spent on the other side, allowing fast swapping for those who have pooled xp into the ability. (I suppose this would also have to apply double xp effect once the other side is filled or people will always balance their xp pooling in order to spend less xp for max effect. There, fixed.)

Basically, take some of the traits that are already ability-specific or just the ones that are already cool enough as examples, but from each trait develop a foundation for diverging play-styles. In the above example, one would be more helpful to tanks, while the other would serve as a saving grace for non-tanks. These could perhaps be played on through another trait that boosts tp from blocking, or another trait that increases the maximum tp consumable on a block-counterattack (Phalanx) for additional damage based on recent amount of damage absorbed / blocked / what have it. In short, the total web of traits available should equally contribute to different possible play-styles. Traits can be adopted from other classes by spending a slight amount of xp (compared to the trait's original expenditure) in the class you want to move them to, i.e. converting traits.