Now, I doknow that we are already very far within the roadmap and that thissuggestion and feedback may be utterly useless. Nevertheless I feltas if I had to clear this of my mind by posting it.
To put itout - I am no fan of the “skills-linked-to-weapons” system. Why?Because imho it overrides what should make the weapons unique.Because they are to fundamental for a build to be fixed. Because theyare restrictive on how they allow us to play. Weapons as of now donot live by their own characteristics but by the quality of theirskill-set. So far the best skill-set has to be the one of the bolter.It has pretty much anything for any situation. That is nice. Yet italso shows that other weapons do not have such a set. That otherweapons, with 4 skills, will mostly use one skill by me. To increasethe problem: Many weapons roll certain attributes that increase onlycertain skills. Thus making a skill that already outperformed itsequivalents even MORE overshadowing. Another problem is that peoplecome to warhammer because they know warhammer. They have an Idea ofwho they want to be and what they want to play. This clashes quitehard with discovering that your chosen weapon has a bad set of skillsthat makes an otherwise infamous weapon of the fluff rather...awkward to play. This is an important crossroad I think: Do we wantpeople to pick weapons because they are good or do we want people topick a weapon because they like that weapon and then make it workwith a good build?
Well, thiswould kinda require a revamp but to be honest, for someone that canhardly enjoy the current system hat is the only solution I came upwith. At this stage I hold very little hope for it though.
Ultimatelyit boils down to two major aspects. First of - a “classic” skilltree for active skills that allows us to select and improve those.Maybe I want the “Rapid Fire” Skill AND the “Retreat” skillon a weapon. Because that is my play style. “Rapid Fire” wouldgive some high RoF yet sacrifice accruacy for that. Pretty much likethose skills already work on certain guns. Yet you have the FREEDOMto pick those and customize your loadout. You can improve thoseskills and specialise. Same with the “Retreat” skill. Now everyranged weapon may have some backwards moving.
What aboutthe weapons now? Think of a tool box. We picked 4 skills now,improved them over the career of our inquisitor and selected themfor our gun. Think we just got half of the traits skills do have now.The other half comes from the weapon we pick.
PlasmaWeapons or Power Weapons would have an innate “Armor Break”.Swords may have an innate Combo. Chain Weapons and Shotguns may havean innate “Fleshbane”.
This wayeach weapon would have its own character and actually stay true tothat character without loosing certain key aspects on skills whilethis also allows the freedom to adjust your skills to your playstyle.Weapons would also have certain “key” stats. Meaning a Plasma Gunwould naturally have a lower rate of fire than some autogun yet bothwould be boosted 50% by the “Rapid Fire” skill. Some weapons mayhave an inherently better accuracy so you could in theory pick skillsthat reduce accuracy without noticing much etc. That way certainweapons would tend to have good synergies with certain skills. Like asniper rifle that front-loads damage with actually sniper skills thatincrease the damage of a single attack and so on.
Also you may include certain modifiers to skills that may either beunlocked or depending on the weapon. Bolt weapons for example may getthe Modifier “Bolter Drill” when they are combined with the“Rapid Fire” skill, greatly increasing accuracy or being somewhatunique for every second hit on an enemy is guaranteed to hit the headand cause some extra damage - like some minor version of snipe andreplicating the MozambiqueDrill for example. One into the center, one into the head.