We have a lot of threads discussing changes to abilities in Deadfire and whether they are good or bad, but not many threads discussing how abilities ought to be implemented. Everyone has a different opinion on how abilities should be handled, whether making them all universal or splitting them up among the different classes.
Let's discuss our preferences here. Myself, I'll list all of the abilities, how they were implemented in Pillars of Eternity, how they've been implemented in Deadfire, and finally, what I think should be done with them.
Please feel free to rip my suggestions apart, or offer counterpoints.
Two Weapon Style - (Passive) +20% attack speed while dual-wielding
One-Handed Style - (Passive) +15% of hits converted to crits while wielding just a one-handed weapon
Two-Handed Style - (Passive) +15% damage while wielding a two-handed weapon
Weapon and Shield Style - (Passive) +6 Deflection while wielding a shield, and equipped shield's Deflection added to reflexes defense
In Pillars of Eternity: These passive abilities were available to ALL classes starting at level 2.
In Deadfire: These passive abilities are available to Fighters only starting at level 1.
My opinion? Allow a character to select ONE of these at character creation. Fighters will have ALL FOUR in their passive ability tree. All characters will be skilled in a favorite combat style, but Fighters will maintain flexibility.
Savage Attack - (Modal) +20% melee damage, -5 Accuracy
Vulnerable Attack - (Modal) +5 melee damage reduction bypass, -20% melee attack speed
Cautious Attack - (Modal) +8 Deflection, -20% attack speed
In Pillars of Eternity: These modal abilities were available to ALL classes starting at level 4.
In Deadfire: These abilities were not carried into Deadfire.
My opinion? Combine these into a modal for Fighters and maybe Barbarians. Change Interrupting Blows to Interrupting Attack and add it to this new modal.
Envenomed Strike - (3/rest) Raw damage to single enemy for 9 seconds vs. Fortitude
In Pillars of Eternity: This per rest ability was available to ALL classes starting at level 4.
In Deadfire: This ability was not carried into Deadfire.
My opinion? Give this to Rogue and maybe Ranger.
Marksman - (Passive) +5 Accuracy with ranged weapons against distant enemies
Gunner - (Passive) +20% reload speed for firearms and crossbows
Shot on the Run - (Passive) +25% recovery speed of ranged weapons while moving
In Pillars of Eternity: These passive abilities were available to ALL classes starting at level 4.
In Deadfire: These passive abilities are available to Rangers only starting at level 2.
My opinion? These need to be available to ALL classes again. If any class can use ranged weaponry and firearms, they deserve access to these passive abilities.
Beast Slayer - (Passive) +25% damage against Beasts
Primal Bane - (Passive) +25% damage against Primordials
Ghost Hunter - (Passive) +25% damage against Spirits
Sanctifier - (Passive) +25% damage against Vessels
Wilder Hunter - (Passive) +25% damage against Wilders
In Pillars of Eternity: These passive abilities were available to ALL classes starting at level 4.
In Deadfire: Wilder Hunter is available to Barbarians only starting at level 2. The other abilities were not carried into Deadfire.
My opinion? Giving Wilder Hunter to Barbarian and ignoring the rest seems... arbitrary. Give these to Ranger. If a Ranger chooses to spend points to get all of these, he can be great at auto-attacking everything!
Interrupting Blows - (Passive) +15 interrupt
In Pillars of Eternity: This passive ability was available to ALL classes starting at level 4.
In Deadfire: This passive ability is available to Barbarian only starting at level 5.
My opinion? Loved this in Pillars of Eternity, BUT... I think it should be reworked into a modal, combined with Savage/Vulnerable/Cautious Attack, and given to Fighters as well as Barbarians.
Penetrating Shot - (Modal) +5 ranged damage reduction bypass, -20% ranged attack speed
In Pillars of Eternity: This modal ability was available to ALL characters starting at level 4.
In Deadfire: This ability was not carried into Deadfire.
My opinion? So, Savage Attack for ranged characters? Make corresponding ranged modals for Vulnerable Attack, Cautious Attack, and Interrupting Attack and give it to Ranger.
Bloody Slaughter - (Passive) +20% of hits converted to crits on enemies with low (<10%) Endurance. Crits done this way have +50% crit damage multiplier
In Pillars of Eternity: This passive ability was available to ALL classes starting at level 4.
In Deadfire: This passive ability is available to Barbarian only starting at level 3.
My opinion? Pretty okay with Barbarians having this, actually, but give it to Rogues too.
Hold the Line - (Passive) +1 Engagement limit
In Pillars of Eternity: This passive ability was available to ALL classes starting at level 2.
In Deadfire: This passive ability is available to Fighters only starting at level 3.
My opinion? Fighters deserve this one. Maaaaaybe give it to some of the other "Defender" classes too? Would provide more flexibility and options for tanks. Might be cool if it stacks for a multi-classed dual "Defender".
Snake's Reflexes - (Passive) +10 Reflex defense
Bear's Fortitude - (Passive) +10 Fortitude defense
Bull's Will - (Passive) +10 Will defense
In Pillars of Eternity: These passive abilities were available to ALL classes starting at level 2.
In Deadfire: These passive abilities are available to Monks and Druids starting at level 1. Rogues get Snake's Reflexes only starting at level 2.
My opinion? Giving these to Druid seems... arbitrary. I guess because they are named after animals? It's fine on Monk, but give it to other "Defender" classes too, like Fighter, Paladin, and Barbarian, for the same reason as Hold the Line. Rogue... I'd prefer to see this replaced with other talents, see below.
Graceful Retreat - (Passive) +12 defense against disengagement attacks
In Pillars of Eternity: This passive ability is available to ALL classes starting at level 2.
In Deadfire: This passive ability is available to Monks only starting at level 2.
My opinion? This is fine for Monks. I'd like Rogues to have access to it too.
Mental Fortress - (Passive) +10 defense against Charmed, Confused, Dominated, Frightened, and Terrified
Body Control - (Passive) +10 defense against Paralyzed, Petrified, Sickened, Stunned, and Weakened
Unstoppable - (Passive) +10 defense against Blinded, Dazed, Hobbled, Prone, and Stuck
In Pillars of Eternity: These passive abilities were available to ALL classes starting at level 6.
In Deadfire: Body Control and Unstoppable are available to Fighters at level 4. Mental Fortress is available to Paladins at level 4.
My opinion? I think Fighters should have all three. Maaaaaaybe give all three to Paladins as well.
Superior Deflection - (Passive) +5 Deflection
In Pillars of Eternity: This passive ability was available to ALL classes starting at level 6.
In Deadfire: This passive ability is available to Fighters only starting at level 5.
My opinion? Not much to say here. I think Fighters deserve a bone or two thrown their way.
Fast Runner - (Passive) +1 to movement speed, and +5 to defense against disengagement attacks
In Pillars of Eternity: This passive ability was available to ALL classes starting at level 2.
In Deadfire: This passive ability is available to Barbarians only starting at level 2.
My opinion? Another favorite of mine from Pillars of Eternity. It's unfair that Barbarians get exclusive access to this when they already have Wild Sprint! Give this to Monks and Rogues too.
Scion of Flame - (Passive) +5 burn damage reduction, and +20% to all burn damage you deal
Heart of the Storm - (Passive) +5 shock damage reduction, and +20% to all shock damage you deal
Spirit of Decay - (Passive) +5 corrode damage reduction, and +20% to all corrode damage you deal
Secrets of Rime - (Passive) +5 freeze damage reduction, and +20% to all freeze damage you deal
In Pillars of Eternity: These passive abilities were available to ALL classes starting at level 2.
In Deadfire: These abilities were not carried into Deadfire.
My opinion? Give these to Wizards and Druids. I really, REALLY want Priests of Magran to get Scion of Flame at level 1, but there is nothing corresponding to give to the other Priests! (I can't be the only one who liked giving this to Durance, right?)
Quick Switch - -1.5 weapon change recovery, -4 grimoire cooldown
In Pillars of Eternity: This passive ability was available to ALL classes starting at level 2.
In Deadfire: This passive ability is available to Fighters only starting at level 4.
My opinion? This is kind of the Black Jacket's shtick, right? Let Fighter keep it, but if it is going to affect grimoire swapping speeds as well, give it to Wizards too, since switching grimoires is going to be even more important in Deadfire than it was in Pillars of Eternity.
Wound Binding - (1/rest) 40% self-healing of Health over 9 seconds
Field Triage - (1/rest) 20% healing of Health on ally over 9 seconds
In Pillars of Eternity: These per rest abilities are available to ALL classes starting at level 2.
In Deadfire: These abilities were not carried into Deadfire.
My opinion? Give these to Fighters. Throw them a bone.
Deep Pockets - (Passive) +2 quick item slots
In Pillars of Eternity: This passive ability was available to ALL classes starting at level 4.
In Deadfire: This passive ability is available to Rogues only starting at level 3.
My opinion? I never used this talent, so I can't speak to what classes it would be most suited for. From a lore perspective, it's fine on Rogues.
Arms Bearer - (Passive) +1 weapon set
In Pillars of Eternity: This passive ability was available to ALL classes starting at level 4.
In Deadfire: This passive ability is available to Fighters only starting at level 4.
My opinion? Again, this is Black Jacket's shtick. Let Fighters keep this.