Even if those things ended up making that player have a lot less HP, move slower, and have less effective ability use? Of course it should be noted that these things would be more incremental than anything. The most you might get is say is 3 headshots vs 4 or a 15% reduction on creep spread at max points. These are just things that give the extra edge in a specific situation, not drastically change things.
I wouldn’t want damage, rof, etc to be directly effected by this necessarily either. Essentially you could have a different mastery tree for each class so that it would adhere to their specific ability/weapon usage. Then you wouldn’t need to worry about making a single skill tree that would force a single play style for all classes when you were in game. Each class has access to full customization of passives to fit their style, while different weapon types and perhaps abilities are available as unlocks/store items for further specialization. In this sense your able to sell more by splitting everything up individually. If a certain weapon in combination with a specific mastery build is too strong, then you simply tweak the weapon itself. Even further you could limit weapon combinations according to what primary, secondary, and abilities your equipping to further solve any potential issues of “OP builds”.
