Just wanted to give another update.
After having some discussions in private with playtesters, I have come to the conclusion that I cannot properly implement the SkillSystems patch in the way I wanted to.
I wanted every class to have a unique skill that both players and enemies can use to their advantage, and this just isn’t working right. It just causes more frustration, and I’m going to strip it back down.
I didn’t want to load up on proc skills with this because, well, they’re just too random.
I’m keeping the patch in so capturing can still work, as well as the Str/Mag split, as testing with other patches has been unsatisfactory. I will also be keeping Canto+ for mounted units, Watchful for armored knights, and Locktouch.
Edit: I might give Snipers Bow Range +1 and Bishops (Not the Dark/Anima versions) +1 to staff range. I’d like some more feedback on that though.
As for dismounting, someone brought up a great point. This is only a quirk that I personally like, but all it really does is homogenize units. So I will be removing that as well.
As for the next update, expect this game to place more emphasis on fundamental play (think more like FE3/5).
Edit: Promotions will also be undergoing a simplification. I’ll be using the method @Pandan used in Vision Quest. I like it a lot, and I think it will work fine here.
Edit: All hybrid classes will be removed. However, some classes will undergo changes to this: (Example: Pegasus Riders will now be split between using Anima Magic and Staves.)
Final Note: As I will be rebuilding this from the ground up, I have decided to abandon this current build. I will keep this build available after 3.0 has been released.