I'm curious have you considered adding a type of player level (don't have to be done with characture levels) with attribute points to the game? as it is now with no real build other than level your skills and get gear for those skills eventualy everyone will be the same with capped skills and armor sets for their 2 skill combo's....
I know you want it to remain classless and keep it so people can freely switch between combat skills so a regular level progression wouldn't work.
so I was thinking could make it so the attributes gave SMALL bonus's and you could either do it where you got character exp like normal OR could do it where every 5? 10? level you gain in combat skills you also gain 6 attribute points to spend.
Atributes could be
Health (increase max health)
Resistance (chance to resiste special effects IE: Stun, Poison...)
Defence (increase armor value)
Threat (increase theat from all skills)
Menality (increase mentalism and psychology type skills)
Spirituality (increase necromancy type skills)
and so on... until you had all combat skills covered (some atribs effecting more than 1 combat skill even)
the bonus's you would gain from each point in the corresponding attribute would be minute.
Example say you get 0.1 dmg increase in necro for each point in spirituality.
so every 10 points in it you'ld gain +1 dmg. if get 6 points every 10 combat skill levels so at lvl 50 you'ld have 30 points and could get +3 dmg to necro abilities.
this would reward players for leveling their skills other than the ones they wish to use by giving them more points to spend (6 points every 10 combat levels) but it wouldn't create so much difference that people would feel they HAD to level them all.
also it could allow some builds that wouldn't otherwise be probable. like if you wanted to be a tank with combat skills that otherwise wouldn't tank could pump points into threat (or health and threat) or what ever
TLDR: some sort of charcture micromanagement customization to allow focus AND diversity in skill capped characters
I know you want it to remain classless and keep it so people can freely switch between combat skills so a regular level progression wouldn't work.
so I was thinking could make it so the attributes gave SMALL bonus's and you could either do it where you got character exp like normal OR could do it where every 5? 10? level you gain in combat skills you also gain 6 attribute points to spend.
Atributes could be
Health (increase max health)
Resistance (chance to resiste special effects IE: Stun, Poison...)
Defence (increase armor value)
Threat (increase theat from all skills)
Menality (increase mentalism and psychology type skills)
Spirituality (increase necromancy type skills)
and so on... until you had all combat skills covered (some atribs effecting more than 1 combat skill even)
the bonus's you would gain from each point in the corresponding attribute would be minute.
Example say you get 0.1 dmg increase in necro for each point in spirituality.
so every 10 points in it you'ld gain +1 dmg. if get 6 points every 10 combat skill levels so at lvl 50 you'ld have 30 points and could get +3 dmg to necro abilities.
this would reward players for leveling their skills other than the ones they wish to use by giving them more points to spend (6 points every 10 combat levels) but it wouldn't create so much difference that people would feel they HAD to level them all.
also it could allow some builds that wouldn't otherwise be probable. like if you wanted to be a tank with combat skills that otherwise wouldn't tank could pump points into threat (or health and threat) or what ever
TLDR: some sort of charcture micromanagement customization to allow focus AND diversity in skill capped characters