- Less commitment- As things stand you have to really plan out a build well and then be ready to live with it for a while if you screw up. While the new system will still require thought, the increased flexibility will make builds less meaningful.
- Idiots- More experimentation and build freedom means that we are going to see a lot of builds that simply do not work. I don't care how much you swear by it but a dedicated healer eca may not be the best for Flax.
- Levels less rewarding- Getting a new passive or active every so many levels means that going up a single level means less in terms of character progression. It's all about hitting the next benchmark which cheapens the level by level experience.
- Level locked restat- While free restats whenever is a step in the right direction, one could argue that the time you need that freedom the most is in the early levels when you are trying to figure out what works for you. Locking out toons under lvl 100 seems almost mean to more casual players and people who are new to wakfu's rather poorly explained complexity.
- Goodbye lvl zero spells- Some classes and builds are fairly dependent on certain spells but the desired effect does not scale with levels. They can use these spells in a diminished capacity to get what they need without wasting exp leveling it. Having a deck with limited slots makes these spells much less attractive if it means you cant use something else
- More spells in each fight- Once your entire deck is unlocked, you will have more spells available to you in any given fight. Currently a tri build can have 6 elemental spells and 5 actives. With the new system would have that plus one additional spell.
- No revamp scrolls- Although I kind of consider this part of wakfu's charm, I have to admit the ability to reallocate spell experience at need will make my life much easier. Even if we only consider the headache that comes when a minor nerf makes a spell less than optimal in our eyes but was not substantial enough to warrant a free revamp. Plus, respect to ankama for rendering a real world money item useless.
- Change on the fly- It will allow for greater flexibility from fight to fight. If your party already has a healer, you can trade healing spells for something else.
- Experiment- It will allow for more theorycrafting and experimentation. As things stand now, I would never try out a crazy support tank Iop. Hell, I won't even bother trying some spells because I cant test them properly in the revamp room. Now we can have truly unique and sometimes off the wall builds!
- Specialize and optimize- It will allow you to specialize toons and optimize them for specific fights. Some mechanics in some classes never see the light of day. Not because they aren't good, but because they are too situational. The current system forces players to build so they can react to as many situations as possible with only a few spells, which is extremely limiting. The new system will allow you to adapt. If a passive or spell is useless for a fight, switch it out for one that fits the situation.
Overall I am coming down in favor of the change as I think it will allow for more theorycrafting, which is a minor addiction of mine. Another thing to consider is how well Ankama spaces out slot and spell unlocks with level progression but we will have to see.