Traps and other skills that "make no sense to be based on MH damage" ... Does it make any sense that a trap's damage (as of now) is based of Pdam or Mdam? I mean, the trap is not part of the player, it's a seperate entity, thus any damage it does should not be affected in any way by the player, merely TP investment.
I was under the impression that as it stands, traps for rogue/mages scale off the users physical attack. I was suggesting that this practice continue and maybe be extended to other class combinations. Perhaps I am mistaken in my understanding of how rogue/mage skills work at the moment >_>.
As for preserving Diversity - there still would be diversity. There are 48 combos, this suggestion aims at making each combo competative and welcome in a group. As it stands this game flaunts diversity while rendering it useless.
Stream lining stats and creating more engaging content would allow all 48 builds an opportunity to shine, and skills could then be propperly balanced, thus the uniqueness of each build would come through.
Players still have the opportunity to stat, aggregate, and refine gear as they see fit. The only uniqueness being removed are those barriers to balance that are so often over looked and make "simply rebalancing skills" a noble but impractical pursuit.
Yes, I see what you are saying, and I admit that it is so far the best solution i have heard.