tbh, the game needs less of that if you ever consider lore wise/fantasy wise. The charge mechannic contemplate that kind of perk of classes having an ability of discharge spells from items.
Several skills has good value at lvl1 already (teleport, bo, shout, oak sage, bc, zeal, thorns, defiance, holy freeze, meditation, might, fanaticism, fade are a few). Every single one of those are really useful even at level 1, which auras you often get about 10-17 range and also none of them are logical neither on lore or fantasy wise for other classes use.
Paladin auras are clear example of things out of control, CtA, Enigma are just cherry on top of the cake.
They break fantasy, what’s the point of paladin auras outside paladin spectrum? It’s like magic arrow on rogues, breaks the lore behind it.
While they should provide ways to other classes being competitive in terms of content, they shouldn’t remove what makes classes unique in the first place. That kind of behavior paired with buffs are what made most folks avoid playing in groups at first place.
You have CtA, so mostly you wouldn’t need a barb. You have most useful paladin auras, so you don’t need paladin either, you have wand that lowers resist, so necro becomes optional either, then you have teleport making sorc optional too.
You made 4 whole classes optional, for the sake of making things stronger and “flexible”. Result? Nobody wants to play in groups neither on public games paired with folks wanting P8 benefits (exp, no drop) by playing solo.
They will just play sorc to farm gear, make cta while using lower resist wand, then create infinity. Until have enough runes for enigma and swap for hammerdin or just keep the sorc for farming certain regions.
Enigma empowers, mostly, paladins and barbs, while infinity empowers sorcs, and CtA empowers almost everyone, except barb(most of the time).
Same happens with hammerdin, if you pick CtA and Enigma you’re pretty much more efficient than most sorc anyways.
While can be fun for a few hours to some weeks/months. Just destroys and compromises the whole aspect of teamwork and also reduces the “vulnerability and limitations” of the class.
All classes teleporting just shows that teleport power and the level requirements are out of control. 1 point wonder skill that has almost no caveat and that same caveat can be bypassed easily with easily obtainable stuff like mana and fcr.
CtA works similarly to increase the hp and mana, but also 1 all skills. That way they already didn’t had problems with mana, got better survival and plus 1 all skills.
Infinity just makes conviction aura less desireable to be used on party, by paladins by example.
Folks see “diversity” but in reality it’s just “powercreep with convenience”. Most folks even after 20 years, mostly 17 with patch 1.10 wouldn’t be able to beat the game without runewords which the game itself it’s really easy to play without it.
While the idea of diversification are great, the current state of the game narrows most of the things for a few options at best.
Folks get creative by limitations not by getting everything without much effort or price, those rws and kind of effects made folks lazy not creative, that’s why most folks would use them if they have a chance. Those who eventually got would get bored pretty fast about the game and start asking for things like Px to have some challenge.
Having everybody shouting, teleporting and with paladin auras. Doesn’t provide anything useful in terms of lore and individuality, just shows how flawed the current design is.
While can be fun to play, doesn’t man that “lore” and “fantasy” are fine.
Explain how an Amazon who are devotee of Athulua who gave her magic arrow skill are praying for Zakarum for holy freeze aura, thorns, fantaticism or might.
Explain how a Necromancer who are devotee of Rathma who focus on balance between life and death would pray for Zakarum for thorns, might, fanaticism or conviction.
The response is: “convenience”. Not lore, if you really want to reinforce fantasy and lore. None of those “cross-class” skills fits well, at least not the majority of the current ones and most used ones.
The reality is: “convenience”, folks want cross-class skils for convenience, not lore or fantasy because the current iteration doesn’t care at all about it. If cared wouldn’t exist in the first place.
If you disagree, read about paladins, necromancers and amazons. You would see how pointless your “cross-class” idea and how they implemented are just lazy way to make things more convenient.
Edit:
You can even expand the gods/deities would make even less sense. Those 3 doesn’t even are at same pantheon to begin with.
- Priests of Rathma that follows Trang’oul/Trag’oul who is a dragon.
- Church of Light who follows Light and angels, with a severe fanaticism.
- Athulua who represents seasons and weather and empowers amazons to protect skovos isles against piracy and other foes.
Doesn’t have any “logic” between any of them, except the “evil” breaking the balance through sanctuary itself.