Not sure how to actually go about it at this point. I think this is 100% a dev and his vision thing at this point.
I think the system overall has changed in a better direction, from before. We have build differences and a couple of unique builds, but thats mostly because many people play for fun. However, if you play to win the choice is still very obviously in the tank route direction, ideally while also packing a couple of Autohit options, which we have plenty off. With the latest additions in PvE that's double true for the more difficult content, Being tanky is just much easier to play and succeed with.
More stats per level is not really a fix, atleast most certainly not in PVP, PvE you will probably be off a bit better. But I guess a better way to go about it is via Traits and Talents that are more focused to support those archetypes. Cause if we are honest, some of the main reasons Tanks also win the damage race is because of Talents like Twohand, passives from Soldier/BK that benefit heavy tanky armor with survival.
So In my opinion, we might just need more traits/passives/Talents that help Dualwield people, People that wield light weaponry/armor with low weight, and stuff like that. Stuff that makes you actually consider if you want lightweight equipment or heavy weight just a bit more. We have a couple like Sarasha Gi and Fitting form from Ghost. But thats way less universal as something like Twohand that you can just pick up.
Another idea is the more obvious progression via equipment that most games have, where the equipment itself has different tiers or Levels and flat upgrades to compete with higher-difficulty content rendering lower tier items obsolute in the "lategame", but SL2 is currently really not designed in that way. So this is a bit of a question where the game goes as a whole in the future. I personally enjoy raid difficulty content, Nercromancer is fun to fight Solo with different builds. Seeing progress is fun, Attempting to win against the deep wastes creatures without cheeseing is fun. Putting work in a character and seeing improvements overtime is fun TO ME. However, the next person would enjoy other stuff and just enjoys dishing out 20 different characters and build ideas in a week and would feel hindered if there were extra steps involved until they can see it flourish fully. And I can see the fun in that too, I love making build theories and see how they work out when I see them actually work. Many just do not like the current grind, myself included, when they have done it a bazillion times already. Yet I still believe that if you want a strong character you should be put through some work for it, else its not as meaningful.
Long story short, just ramping up points per level, won't really change that much, I have said it before in another post that had a similar topic but in PVP the already superior build, would just become even more superior. The gaps won't get closer but widen simply because of the number of stats that are Needed for a build to functions. How much you need in a stat at a bare minimum for it to even be functional. The abillity to just decide "I do not need to build Skill, if I pack enough Authohits!" for example, gives you a massive stat advantage over the person that absolutely needs to build it to even hope to work.
I think the changes have to come from other sides.
Another random idea, if people want Skill to have less value as a stat, to shove more hit modifiers to certain Skills from classes that are currently under used. We do not really have all that many attack that just give a flat bonus to hit aside from Hanging and Clourier(I think I spelled it wrong), which are already basic hits to begin with. I do not think everything need to be an autohit, it be fine if a skill just gives a +30 bonus to hit instead as an example. Allows you to make the decison to build less Skill and still have a good chance to hitting, without invalidating someones 60 scaled Cel entirely.
*shrug*
As I said, this is mostly a thing thats up to dev and where he wants the game to be in a couple of years from now. But if we keep the current formula? Its probably better Attended to via traits/talents and more options for the perceived inferior archetype.
I think the system overall has changed in a better direction, from before. We have build differences and a couple of unique builds, but thats mostly because many people play for fun. However, if you play to win the choice is still very obviously in the tank route direction, ideally while also packing a couple of Autohit options, which we have plenty off. With the latest additions in PvE that's double true for the more difficult content, Being tanky is just much easier to play and succeed with.
More stats per level is not really a fix, atleast most certainly not in PVP, PvE you will probably be off a bit better. But I guess a better way to go about it is via Traits and Talents that are more focused to support those archetypes. Cause if we are honest, some of the main reasons Tanks also win the damage race is because of Talents like Twohand, passives from Soldier/BK that benefit heavy tanky armor with survival.
So In my opinion, we might just need more traits/passives/Talents that help Dualwield people, People that wield light weaponry/armor with low weight, and stuff like that. Stuff that makes you actually consider if you want lightweight equipment or heavy weight just a bit more. We have a couple like Sarasha Gi and Fitting form from Ghost. But thats way less universal as something like Twohand that you can just pick up.
Another idea is the more obvious progression via equipment that most games have, where the equipment itself has different tiers or Levels and flat upgrades to compete with higher-difficulty content rendering lower tier items obsolute in the "lategame", but SL2 is currently really not designed in that way. So this is a bit of a question where the game goes as a whole in the future. I personally enjoy raid difficulty content, Nercromancer is fun to fight Solo with different builds. Seeing progress is fun, Attempting to win against the deep wastes creatures without cheeseing is fun. Putting work in a character and seeing improvements overtime is fun TO ME. However, the next person would enjoy other stuff and just enjoys dishing out 20 different characters and build ideas in a week and would feel hindered if there were extra steps involved until they can see it flourish fully. And I can see the fun in that too, I love making build theories and see how they work out when I see them actually work. Many just do not like the current grind, myself included, when they have done it a bazillion times already. Yet I still believe that if you want a strong character you should be put through some work for it, else its not as meaningful.
Long story short, just ramping up points per level, won't really change that much, I have said it before in another post that had a similar topic but in PVP the already superior build, would just become even more superior. The gaps won't get closer but widen simply because of the number of stats that are Needed for a build to functions. How much you need in a stat at a bare minimum for it to even be functional. The abillity to just decide "I do not need to build Skill, if I pack enough Authohits!" for example, gives you a massive stat advantage over the person that absolutely needs to build it to even hope to work.
I think the changes have to come from other sides.
Another random idea, if people want Skill to have less value as a stat, to shove more hit modifiers to certain Skills from classes that are currently under used. We do not really have all that many attack that just give a flat bonus to hit aside from Hanging and Clourier(I think I spelled it wrong), which are already basic hits to begin with. I do not think everything need to be an autohit, it be fine if a skill just gives a +30 bonus to hit instead as an example. Allows you to make the decison to build less Skill and still have a good chance to hitting, without invalidating someones 60 scaled Cel entirely.
*shrug*
As I said, this is mostly a thing thats up to dev and where he wants the game to be in a couple of years from now. But if we keep the current formula? Its probably better Attended to via traits/talents and more options for the perceived inferior archetype.