I'd be fine with keeping my base Snare ability if it means at Tier 3 I can slot my gear with something to make it AoE, or instant cast, or longer duration. Essentially no different that memorizing a new spell. If these upgrades are hard to come by, and you can't just swap gear enchants willy-nilly, people could have vastly different builds in the end-game. Even given the same gear, class and chosen abilities.
Yep, me too. In fact, when I wrote about D3, I brought up how this was one of the defining differences between D3 and D2. I expected gear to alter abilities in the way runes did. In terms of EQ2 imagine if you got a "metal strip of Yakesha"--an "add on" that takes, say, 6 slots in a "plate" chest. So it can only fit into Tier 3 or above chest slots. But what it does is augment
SwordAbilities to Proc
Yakesha-Drain, which is a DD proc that siphons 10% Speed from the target and grants it to you.
But lets also say there are "gems of Yakesha" out there, that fit into helm armor, 1 slot each, that increase the proc chance of "any Yakesha Proc (Because there is more than one type)", and there are "runes of area damage" also give the player a PBAOE for a % of damage done by the sword ability, every time a "random" proc happens (So it works with more than just Yakesha based abilities) and that % increases with the amount of these runes. You could literally shape and entire class around augmenting Skills (In this case sword) with these gear choices, and then combining more abilities and gear choices that work well with these new variables. And you can even throw class choice into this mix, because lets say "blade lord" and "Samurai" has a special sword ability that strikes twice, giving two chances per proc for every swing and (While most other blade classes get one...So you'd need a plate class, with swords to build this item set, but these two specific classes can use it more effectively because of their specific sword ability. So collecting specific classes, to build into specific item builds, is important.)
Or it could even be more straight forward. Like having "blink" and getting a BP with +10 yards and -10% cost on blink, and then finding some metal strips that reduce blink cost. But then you pair all that up, with "back stab" and another item mod that increases back stab damage, or adds a stun proc, but increases the cost of back stab by X amount--normally pairing blink and back stab would be impossible, but with the BP bonus, and the BP add ons, this combo becomes viable at T4, or whatever.
Diablo 2 kind of scratched the surface with this kind of design. Classes could completely change based on items. And I think, when everyone saw Runes in D3, they thought that systems of multiple variables on base skills, was going to be expanded. But then it turned out runes were just a UI thing. (Well they were originally items...so..)
If EQ ACTUALLY does build into that system--of items having thousands of augmentations of skills, and then further augmenting those augmentations with more items? THAT could be amazing. It could be revolutionary in terms of MMO item design, in my opinion. I have serious reservations about every other aspect of this game, but I do REALLY like that potential aspect. Classes that are completely different based on items, not just +gooder. So someone with the above "Yakesha" inspired item set, might be completely different from someone with "Vampire" item set, even if they use the same abilities. Heck, even two people using "Yakesha" mods, could be different if they use different base Breast Plates (Like one uses Elven, One uses Human, which adds different variables). The combos could, potentially, be very broad and deep, because combonations might not even become possible until certain items could be found and brought together (Like the above example--it could be the Yak AE build, but it wouldn't be possible until all those Yak pieces are put into a human T4 armor, and used on a class with the correct utility slots, and with the correct weapon main hand. So you'd need the class, the abilities to back it up, and then all the item mods AND the items for those item mods to go into.)