I've been noticing several people making side notes in semi-related threads concerning the availability of skills. I've had a few thoughts about how the current system is set up and how it could be altered to meet the need for a wider variety of skills available to a specific character at specific times through the progression of the PvE storyline.
Each area should have a group of skills assigned to it, and those skills should be available incrementally based on previous purchases. For example:
Let's say a location has a specific set of 24 Warrior skills available (4 of each type). Of those 24, display 2 skills of each type when a player first speaks to the trainer there. Now, once that player buys a skill from a specific line, replace that skill with a new skill from the same line. Rinse and repeat this process until all available skills of that line have been bought from that trainer. Do the same with a character's secondary, but only make 1/2 the skills available to that location's secondary pool, and only show one of each type.
Of course this is a VERY basic explanation of the process I'd like to see, but the point is to have every trainer have skills available that a player will need as opposed to multiple redundancies of the same early availability skills.
The alternative is to simply not make skills available at a trainer if the player already has them, but for each removed in this way, another skill of the same type must replace it. Again these should be pulled from a limited pool, but would work in a similar way.
As for the trainers in those odd camps in the explorable areas, assign them their own specific skills not garnered from any incremental pool. Instead, stick special 'hard to find' skills out there for those who have the desire to work their way out there to get to them.
I'm sure there are many ways to come up with that will facilitate the elimination of useless skill trainers. I'm just tired of arriving at a totally new area and finding no skills of the theme that I'm following with that character making that trainer useless. Every character should find at least one skill at each successive trainer in the storyline (this only means those in typical areas encountered when doing the missions straight through, in order) that fits their character's theme, even though the specific skill may not be one they want, at least it's there if they do.
D
