Quote Originally Posted by CKNovel View Post
I believe talent trees can work but only if they're designed in a way that answers a player's need rather than a meta.
In short, no choices involving DPS potential but utility.

For example what if you had to choose between an extra dash or an sprint with a shorter cooldown?
What if you had to choose between GNB's Aurora reducing damage taken or stronger healing?
What if DRK could ditch Living Dead's healing effect but its cooldown is reduced?

You could have choices to compensate the lack of a specific job.
The hardest part is to design the talent well enough to answer the player's need rather than answer a fight specific need or a meta.
I mean the main thing really is you'd need an actual reason to design it too when the current design works just fine. Got a role you want but have particular needs? Scroll on through until you find one. If not, then maybe it's not your kind of role.

Having seen many KRMMO's try a talent tree system, all that ends up happening is you pick a particular meta for your kind of job or you get laughed out of existence or just will have a much worse time overall if you don't pick the "correct" path. Want to try a hand at talent trees currently? Meld materia...oh wait, we pick Crit/Det/DH when not picking the Speed you need because Tenacity and Piety are memes.

I'd rather not have an illusion of choice but given how much effort would need to be put in there to make it not your typical KRMMO system, that effort could be better spent elsewhere. It's why this suggestion really doesn't work for this kind of game.