Not really, it just makes Mage templates even more insane and dominant. Take my Mage/Archer for instance. Magery/Eval/Med/Archery/Tact/Resist/Alchemy. That template can drop anyone from 150 Health to dead within a single burst with Exp+FS+AI+Hit Lightning+Hit Velocity, and a Supernova, all of which hit at nearly the exact same time. If you remove the Tactics requirement, i can still AI for 35 damage (or the 30 with the proposed Combat Changes), but instead will pick up GM Inscrip, for even more damage output and defense (usable Spell Reflection, innate Casting Focus).
Focus spec and supernova causes the single burst of 150+ HP, we've been over that before in some other relatively recent threads.... Parry-mages can do this with shield-base + nova instead of a bow w/AI... except parry-mages have more defense.... thus, moot point.
Historically, most powerful skills/abilities get nerfed fast whenever a Mage template get's ahold of them. Hally Tank Mages, DP Kryss Mages, Death Strike Mages, Bok Bok Mages, Specials remaining toggled during spellcasting, etc. With just their base 3 skills, Mages already have the most versatility and utility of any template. When you combine that with overpowering offense, it get's ridiculous fast.
I lolled a little reading this section, because for one. Bok-Bok-mages aren't played because of focus spec & archery being so overwhelming... DS mages aren't played becasue of that as well, tactics requirement doesn't hurt a DS mage template at all.
It hinders bokuto mages (and dexers) a little by requiring 90.0 skill points of a potentially useless skill since "Bokutos" only gain ~3 points of damage from 90.0/720.0 skill (LOL, Yea that's worth it..)
Actually, you can get away without Tactics for a PvM Warrior. 100% DI on gear+200% DI from Lesser Slayer=300% cap. For Super Slayer, you can use 100% DI gear+100% DI from Super Slayer+100% DI from Honor, EoO on top ensures you stay at 300%. The only thing that you won't be able to hit 300% on without Tactics, is monsters without a Slayer. For those, you use 100% DI on gear, +100% DI from Honor, and EoO to boost you around 260%+ DI.
Tactics isn't factored in the 300% damage increase cap. the 300% increase is from "Bonus" damage only: Slayers, Spells (enemy of one, consecrate, divine fury), honor, & Item property bonuses even Crushing blow weapon special (which is why no one uses this in pvm)... If you tested it, you'd know that.
If you think people will do the same damage without Tactics by just reaching the max 300% damage increase cap, I suggest you go test it, again, obviously you didn't...
could you play without tactics if it weren't required? Sure.... but you'd lose enough damage it wouldn't be worth dropping tactics to make the pvm fights take 20-40% more time...
and no one pvmed without tactics before it was required either... You could get away with 90.0 tactics in pvm right now, and most/all pvmers still go to 120.0 tactics... coincidence? I think not.
Hell, that's the main reason I requested to get another "Slayer" talisman (cameos) other than the conjurer's trinket back in the day... so I could pick
between Chivalry & Bushido instead of needing both on every ****ing pvm dexer...
Lack of Template diversity & imbalances are killing this game...
Focus spec: Focus spec is not a bad idea, it's just too much of a penalty for playing non-focus spec... which is being reduced.
Tactics requirement: All about that burst, since you get damage bonus from this. most utility specials don't get used anymore, aside from dismount (group) most specials that do get used require additional skills Bushido or Ninjitsu.
Spec-toggling while casting spells: No one plays casters with weapon specials anymore... literally every single person that holds a weapon either uses a Ranged weapon (Bow/Throwing weapon) or some form a Splintering weapon....) A very small handful of people (I'm talking...Donald Trump hands) play any caster that toggles specials that aren't an Archer.