Ok, since no one else posted about this, I shall. Last night, we were braining about WoE skills on chat. Here are the ideas I remember and like:
- Make the Tier1 skills more accessible. Put the Mark skills in place of the current Bane skills, and give the Bane skills to players automatically at the start of the game, as a racial bonus. Water elementals, for example, hate and despise Fire elementals since their birth, so all of them get Bane of Fire at the beginning of their lives. UW players could either get something like 'Anger', which is +1 XP to any win (Notorious would have to be replaced), or could choose a Bane skill from any element.
- Get rid of Crafting skills in the skill tree. Currently, they might be too restricted to one element (even if they are at Tier1). Removing them would give more space for more interesting skills. Instead of learning them at level-ups, players could learn it by doing quests in the capitals of the relevant elements (and occasionally at other places), which would go like this: You pay a fee for the master to teach you. He gives you various quests (not too many and none of them too long, so as not to penalize crafters too much) to prove your worth, and when you are done, you must craft your first weapon (which would obviously be of the element you are). As a reward, you would get the crafting skill you wanted, perhaps some crafting material and some XP for your troubles.
I believe this would be a nice way to free up places in the skill tree for more interesting stuff, keep rare cards a bit rarer in the beginning, and would also make it more interesting to learn the skill.
- UW revenue: Give all of them a basic revenue of about 30
![Electrum :electrum](https://elementscommunity.org/forum/Smileys/solosmileys/electrum.png)
(whatever number fits), and give the (neutralizing) player about 30
![Electrum :electrum](https://elementscommunity.org/forum/Smileys/solosmileys/electrum.png)
whenever they neutralize a hex (they raid the hex, stealing all valuables then burn it to the ground, etc.). I see two advantages of this: First, they will have to get in conflicts if they want money (assuming conflict = good). Second, it shows the lack of unity in UW, as only the player who raids the hex gets the electrum.