Say whaaaa? This makes no sense to me, and not just because it would 'invalidate' my grandmaster-crafter title
We can already have a combat spec and a crafter spec.
Hell,given enough time, we can have every spec!
We just can't have more than one spec 'active' at the same time. Well, that plus the hefty 500c fee to swap between them - that's really the only thing stopping me from PvPing. I never have enough money to be able to swap.
Personally I think this idea is the wrong way to deal with the problem(s).
Problem 1: crafters are weak in PvP.
Solutions:
a) use the solution you already have!- level up a pvp spec and swap into it when you are in a PvP mood/to get revenge.
I think the 500c is the main limiting factor here. It is a LOT of money to throw away on a spec change, especially if you want to swap back again. Perhaps it can be dropped a little, or maybe it reduces over time. e.g. if it has been less than one day since your last swap it's 500c, 1-2 days 300c, 2-3 days 150c, 4+days 80c
b)
Come up with some more defensive/offensive cababilities for crafters. They should never be better combatants than the other four paths but at least give them a chance to evade/escape the PvPers.
The other specs tend to have: a tank class, a mobility class, a damage dealing class and an 'all rounder'.
- Maybe smith is the crafters 'tank' - give them the ability to use a shield and some, limited, combat repairs.
- Masons might be the Mobility spec - give them some sort of speed boost. Here's a crazy idea - maybe a skill that lets them instantly craft and get into a boat. Sure they'd need to be near water to use it but if so they could escape most pvp classes. Another possible skill could creates a wall (3high x 5wide x 1thick) of ice (or maybe bookcases since you can't mine them to get free mats), used well (like in a tunnel) these could give the mason a good chance of escaping. (if possible to do without lagging the server the wall should dissapear after x minutes)
- Alchemists could be the 'offensive class', with damage dealing abilities, and some reductions to health/armor to compensate - I mean what self-respecting alchemist doesn't know how to create some vicious acids or explosive formulae? Combined with their flameshield skill, a self-centred alchemical explosion might be ... fun
- Perhaps engineers become the all-rounders: a small boost to weapon damage and armor capabilities and maybe a skill like 'shock' which slows the target(s) for a short time ... giving the engineer a chance to escape. Or how about a 'burrow' skill that instantly tunnels them down say 10 blocks, and forward 5 blocks (filling in the tunnel behind them). Most PvPers won't have the tools, or desire, to tunnel after them. Especially if the skill takes the engineer in a random direction (and he crouches).
Problem 2: PvP'ers want to build cool stuff too
Solution: stop whining and level up a crafter spec. Also: reduce the cost for swapping specs (see
a) above)
I'm not 100% sure, will need to check with Kainzo - but repeatedly using the swap system to levelup multiple specs was never an intended function of the system.
Ahh, I didn't make my meaning clear. Swapping specs would still have the same limitations as it does now: if the spec you are currently in is not lvl 50 then swapping out of it will instantly lose you all of the levels/exp in that spec. I was thinking more of someone that has mastered both a combat spec and a crafting spec (or even 2 crafting specs or 2 combat specs). At the moment it's a bit too expensive to be able to swap to a pvp spec for a bit then back to your crafting spec. That said, we don't want a return to the days when it was free and people were swapping specs mid-fight.
Perhaps a cheaper cost combined with a cooldown before you can swap again...?