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Having to actually focus on leveling an element would make it so I can't just duplicate spells with a different elemental effect attached. Just kidding I have the frostfire accent, so my fire/frost spells are basically the same spell with a different animation attached.
I do love the system though, it's really cool and in depth and a great take on magic. Just gives the player *too much* freedom, letting us become stupidly powerful very easily.
But what is the most annoying, is how spells are superior to other abilities. I've made the mistake to do a rogue (+spellcasting), all the spells do better than agility talents. You want inflict bleeding? can make any spell bleed, +aoe + decent dmg. The prone attack? can do it to! The mark upgrade for thrust? any spell can mark with aoe. Raise your dodge/parry? mirror image is for you, far better than agility talent!
The game is like Dragon age origins, make a team full mage and nuke every thing around. And since no FF no point to not take the aoe spells.
It's a great idea, but I think the big mistake they done it's they should have designed the player skill trees around the fact that you're a MAGE, all talent are here to determine you're type of mage (pure glass canon, warmage in heavy armor, stealth etc...) and support you as spell user.
About specialisation, they could have designed talent that give you bonus in specific sigils, increase some effect (like frozen) or perhaps add special effect, like when casting ice spell you frozen ennemis around you etc... Talents that incite you to use specific spell school.
perhaps unlock some specific expressions for specific sigils, to give flavour and unique spells when you specialize.
Maybe you could add Core specific expressions that only unlock when you have reached a high enough level casting skill in that core. Like the Bounce should only be available to use if you have reached 100+ skill level in that core etc...
The cross class redundancy of many abilities is very naff I agree. Like Landry can silence on hit with thrown weapons, which totally renders useless the expression of the same power. I would like to see diminishing returns on this ability.
Mage party is also more viable due to the ability of spellcasters to wear any armour they like. Perhaps you could double the recovery penalty of metal or leather armour types for spells only.
Although I must add here, my first play-through is on normal difficulty, maybe that's why core skill levels aren't so vital to my party's sucess