So my thinking is that you could theoretically adjust the system so that, for example, runes started out weak and got better as you played with them slotted. Or you could have certain skills that are automatically part of the class at a given level (the way they all are now), and others that require investment to be good at.
Either way, though, Bashiok’s argument is valid: you’ve introduced rewards for investment in a character, but in a way that interferes with character customization. What you really want is that feel that you’ve made a bunch of character choices and that you’ve created some sort of personality for your character. But here’s the thing: you have.
At each level you are making choices about which of the skills you just unlocked you are going to start playing with. It isn’t very long before you’ve carved out a significant niche for the types of skills you are emphasizing. Then you’ve started to select your equipment to complement your strategy. Now some new skills unlock and you can easily see how they fit into your scheme. Until you run across some situations where you’re having trouble, then maybe you rethink some things. If the game is hard enough, and the skills interesting enough, then there’s lots of possible tweaking to go through to develop your play-style, and refine the things that you like until they are good enough to win.
Of course, if you spend time reviewing everything that is possible and are completely familiar with the game, and know what all the skills are, does it lose a lot of appeal? I would argue that it will take quite a while for this to happen. If all the skills are really viable, there are a ton of combinations that are possible with any given class, so there’s a ton of experimentation there before anyone could really be an authority on what the right build is.
But now, here comes my complaint. Due to what I said above about you naturally developing a paradigm for selecting certain skills and making your equipment choices on that basis, most of the unlocks you get as you level will be useless. Not because the skills themselves are bad or the ones you’ve got are more powerful, but simply because that’s not the type of necro you’ve chosen to play. Yes, you could experiment with them, and maybe at some point you’ll chose to do that, but for the most part, you are going to ignore them unless you actually make an alt with the intent of playing that way from the start, or you decide to go through the effort of acquiring high-level gear to fit a different play-style because you are bored with your max-level toon.
Thus, leveling up becomes a little boring with no points to invest, no skills you care to check out, and really nothing relevant to your character occurring. Now imagine that you had 1 point to spend each level. You could put this point into a skill (active or passive), or invest it in a weapon, defense, or your class resource. Each line of investment caps at 5, and any time you can swap skills you can swap the points you’ve earned around.
So what does this do? You are still able to swap your build freely, but now you get to make a choice every time you level. Instead of your skills and stats just automatically getting better whenever you level, you get to choose how they level, so you feel like you are doing something useful when you level up.
Anyway, some system like that would be good, I think, but I think the current one isn’t as bad as people are making it out to be.