So I had initially planned to post this in
but after rereading the original post, I decided it went too far astray of the more experience-oriented feedback called for in that post. So I’ll go ahead and post here instead.
The gist of what I’d intended to write there is that as long as we’re stepping back and trying to balance mastery combos rather than individual builds/build archetypes, I’d like to suggest the following:
Since your choice of mastery combo is permanent, and since
your choice of mastery combo meaningfully determines the theoretical ceiling of your character’s performance. That being the case, ideally we should have a situation so that for every mastery combo and every piece of game content (SR trailing off into infinity aside) there exists a spec for which that mastery combo can realistically clear that piece of game content. (This should mostly already be the case, but I think Crate and/or Callagadra may constitute some exceptions.) To be clear, I’m not suggesting that each mastery combo should have a “clear-everything” build, but rather that via the power of re-speccing and re-gearing, it would be nice to ensure that no character is barred from completing game content simply as a consequence of their choice of second mastery less than an hour into the game.
On that note, I’d also like to ask which mastery combos (if any) do people feel are deficient in this regard? (Maybe it helps to work backwards as well and establish that certain mastery combos have no trouble meeting this criterion.) Thoughts?
Edit: Even if this specific suggestion is totally out of the question for the devs, I do think that stacking up the mastery combos according to this criterion is still of some interest. It would be nice, for example, to have an up-to-date community list of content-clearing ceilings/expectations by mastery combo.