Tigranes , I think I’m noticing a pattern here. Some of the decisions that negatively affect cRPGs are simple choices that seem trivial to everyone. In W2, you have the “obvious” choice of adding a bunch of situational skills, etc., that together with an attempt to make them all equally useful resulted in a game world that is artificial, repetitive and punishing for players. ToN’s design was also severely compromised by a few “obvious” decisions such as reducing combat to a minimum because “PS:T was good despite the combat”, making all the NPCs human so that the game does not become too weird, presenting the main narrative premise in the trailer, etc.
Regarding W2, I was wondering what made the skills so underwhelming in comparison to Underrail. In W2, ignoring your weapons expertise, if you include knowledge skills (alarm disarming, brute force, computer science, demolitions, mechanical repair, safecracking, field medic, lockpicking, surgeon and toaster repair) and general skills (animal whisperer, brute force, barter, hard ass, kiss ass, leadership, outdoorsman, perception, smart ass and weapon smithing), you have a whooping total of 20 skills! But some of them feel unnecessary (safecracking, traps, toaster repair, leadership), dissociated from the game world (e.g., alarm disarming, safecracking), redundant (what is the point of lockpicking if you have brute force, or field medic if you have surgeon?), or misguided (perception should be a stat, not a skill, but it seems that having a system called “classic” was more important than good gameplay)
Now consider Underrail. If you ignore pure combat skills, you have five skills from subterfuge (stealth, hacking, lockpicking, pickpocketing, and traps), five from technology (mechanics, electronics, chemistry, biology, and tailoring) and three from social (persuasion, intimidation and mercantile), adding to a total of 13 skills. If you consider that stealth and traps are used practically as direct combat skills, we could reduce the number to 11 skills. Some of them are mostly useless (social skills), and others are practically mutual exclusive choices (if you invest in pickpocketing, you don’t invest in lockpicking), but practically everyone will invest in all five technology skills and they feel directly connected to gameplay. Moreover, in W2 you can heavily invest at most in five skills with high INT, while in Underrail you can easily invest in seven skills, without considering the feats.
Moreover, the use of situational skills as you mentioned should not be ignored. In Underrail I may use hacking or lockpicking a few times, but in W2 I may need to use demolitions, alarm disarming, brute force, computer science, lock picking, mechanical repair… it is a nightmare how many obstacles you need to overcome in order to make the damn skills useful.