But really the first part of my point here was that the game currently makes it hard to get spells leveled up to force players to be selective about what they pick to use. Do you disagree with that?
No, I full agree with the assessment, I just feel that that is a fair thing to do.
The second part of my point is that adding more spells - especially "tree" type ones that require getting one or more previous spells - won't be that effective in offering player variety because the existing amount of effort to level up spells already discourages variety and experimentation.
This discussion is going on in another thread as well so I shall quote myself from there...
I had a suggestion a while back for removing the "tech tree" --- as in, I don't see any good reason why you should need tier II lightning ball to make tier III. I feel like if crafting was only a tier-long commitment rather than a continent-long one, you'd be willing to experiment with new spells a lot more.
See I change my main combat spells every continent and consider that to be encouraged variation. If the game gives you a risk free opportunity to change your spells and you don't take it then that is your fault.
Lets be clear here, I'm not saying that it shouldn't be done, I'm just saying it is going to be complicated to get right.
Rather we are sort of discussing this like combat and exploration are somehow mutually exclusive, as someone who enjoys combat but sees no reason why it should be encouraged what this risks doing is cutting down the amount of both exploration and combat I do by 50% for no benefit to me, except time.
Is that not better last time spent grind out enchants/upgrades/mats more time running missions?
See this is the thing, outside of the very start, I mean first tier of the first continent, I don't grind enchants or upgrades. For materials, it is rare that I need to go out of my way to acquire them I generally acquire more than enough whilst exploring for secret mission rooms and gems.