And this or a similar idea has already been made a while ago. Zantai’s said not altering/adding/playing around with the masteries, level cap is staying the same as is the devotion cap.
I mean, the fact that you can pick and choose skills from two different masteries is a hybrid system in itself, isn’t it? I like when that kind of thing is left up to the player rather than being explicitly spelled out, and I don’t think any benefit from doing the latter is worth the sheer effort it needed to do it well.
I think having unique modifiers selectable similar to the unique affixes on the “conduit amulets” would not be game breaking at all. Just increases diversity further.
Commando
300 burn damage over 3 seconds to Blade Arc
100% bleeding damage converted to burn damage to Blade Arc
Increases dueation of Menhir’s Will by 5 seconds
+5% DA to Menhir’s Will
Increases Maxed resistances by 5% to Menhir’s Bulwark etc
These are modifiers only selectable with certain combinations. Rather than have everything from items etc
This is how hybrid class was done in Runes of Magic.
They have unique skills for hybrid class and a primary and secondary class build. For example, a priest + knight is a divine incarnation but a knight + priest is a paladin. Skill of each class is seperated into general skill and class specific skills. General skills can be accessed by player all the time no matter the class is a primary class or secondary class while class specific skills can only be accessed while the class is selected as primary class. Anytime players can switch in between both combo and fulfill different role.