Quote Originally Posted by Naqaj View Post
Just an assumption, but maybe the reason for people not using the Armoury to specialize for specific roles is that the content at present doesn't require it? If you don't need to have all the tank-related skills to succeed as a tank, then why not pick some more damage skills instead, and a buff here and a heal there ...

The most common complaint about the current situation is that "everyone is the same". Unfortunately, I don't see anyone explaining what they mean by that. If I assume they mean everone uses the same skills, the lesson to be learned from that is not that the Armoury doesn't work. It means either we have to many skills doing the same thing, or content is so easy that noone needs the more specialized skills.
If thats the case the the fix is simply increasing the discrepancies between skills.

If the perception is Skill 1 Does "Damage" and Skill 2 does "Damage" then edit it so that people understand that Skill 1 actually does "Damage + Destroy Head Armor + Stun Monster" while Skill 2 actually does "Damage + Destroy Body Armor + Prevent TP gain." Don't hide the extra effects that all of the abilities have. And make it so those added abilities work best on their source Weapon.

also include Status and Added Effect triggers to the Damage Pop Ups. If someone gets poisoned have it pop "Poison" as a damage display on screen for them. If a skill stuns have it say that when it works.