(edited by Silhouette.5631)
Revise weapon traits, equality needed
In an attempt to buff or functionally change how a given weapon-set feels, one should never begin with passive additives that aren’t even the actual skills that make up said weapon-set.
If you want to properly address perceived weapon-set issues, work with the skills first. Working with traits will only either have little/no effect or make the weapon-set unfairly overpowered without any counter-play whatsoever given a trait’s passive/instant-activation nature.
On the other end of the spectrum is necro staff, which has four traits tied to it: one for higher direct damage on skills 2-5, one for faster recharge, one for larger areas + unblockable on 2-5, and one to make skills 2-5 generate life force. These are in 3 different lines and grabbing all four means you have 10 points to spend (only one of these is Adept level, the rest are all Master).
This is extreme, especially as necro staff is ill-suited to be a primary weapon. Some people make it work, kinda, but it really should not have so many traits dedicated to it.
I am all for standardizing weapon traits a little more. They don’t all need to be the same (and realistically shouldn’t be), but a number of them can be merged.