That said however, when the class got released I was (read: am) mostly dissapointed with the lack of mechanical depth offered through their actives/passives. As it is, the class has their defining personality build upon what is effectively a 'setback' - The locking of spells aside from those befitting the worn mask.
3 Active utility skills to define one mechanic (swapping masks. They also scale linear in power like a passive, despite having an exponential cost to upgrade), a simple buff dance and a horrible concept of a max 2-turn copy, which I have always felt was lacking in inspiration - Making a copy should be the Sram's thing.
Most passives don't bring much interesting to the table either. In the end, all that truly gives the Masqueraider their own personality would be the criteria needed to make the Air and Water mask function, and in that only the Water one feels bizarrely unique (Dancing around enemies to up heal).
With this said, I hope they dare to completely abolish some of the old concepts of the class, including the copy, and make room for some completely new, fresh mechanics to give the class their own style. Like, puppeteering enemies for instance.
This post has been edited by VoidSettler - February 23, 2015, 14:11:47.