Problem: Tracking has long been silly, and needs to be fixed. In my opinion, pits add precisely zero to the game in any meaningful way. It's just not fun. Having pre-pit wars for events and other competitions sucks. On top of that, being obligated to be a tracker is not fun either.
Overall thematic change: The only way to give room for more dynamic and exciting abilities is to delete pits entirely, as simply adding would make the skillset perhaps too strong. Pit/spikepit/snakepit- 99% of tracking in combat is pits, so deleting them opens up a whole new world of possibility. Now, there are two obvious ways to go about replacing pits, either make the bond (dog/wolf) stronger, or make new trap abilities with actually good effects.
My thoughts are that making the bond stronger encroaches on guardian/wiccan territory, and as such do not want to make the dog/wolf -too- strong by itself. As such, remove pits and add traps that are not useless, and also tweak the bond skills to be more less awkward. The theme of traps are that they fire on entry. That has to change. On-entry gives no control to the tracker, and limits clever, engaging, or skillful play.The new skills would all use balance/power to setup, but would NOT use balance/power on activation (free action), so you can combo with it dynamically.
Current ability list:
StinkTrap Not particularly useful, but fine
DeepseaHunter Swiftswim is useless due to very few underwater rooms in a straight line, but the rest is fine
Trip Fine, but needs to be fixed to not trigger on the person disarming, that makes no sense
PoisonExpert It's a pre-buff, should not be 10p, but fine generally.
LegSnare Decent, could use buff on # of uses or something, not a major impact
Bloodthirst Horrible, also reduces clamp chance I believe
Deadfall Gives concussion. If concussion is nerfed via REPORT 98, can leave as is.
Armour Annoying, just make bond this hard to kill as default. They die in like one or two hits without
Darts Not horrible, but no control over it
Pit Delete pits
Spikepit Delete pits
Snakepit Delete pits
FootHold - Activate to extends tumble effects (tumble/roll/somersault/wind/etc.) by 2 seconds.
LegSnare - 5p setup, Activate trap to ignore parry and double wounding on gut/legs for next 3 attacks (6 for 1-handers) only for this tracker
BodySnare - 5p setup, Activate trap to ignore parry and double wounding on chest/head/arms for next 3 attacks (6 for 1-handers) only for this tracker
BloodthirstWoundDoggo - Replaces regular attack with a wound hit (no damage), can choose limb. Clamp chance removed.
BloodthirstHypnoticDoggo - Replaces regular attack with hypnoticgaze (like beast spellcasting). Clamp chance removed.
BloodthirstClampyDoggo - All attacks are now clamps, can attack only once every 15s rather than 10s.
Darts - Same setup as current darts (you envenom each one beforehand), but activates automatically with each with knighthood attack only for this tracker (on left-hand hits only, aka every hit for 2h, every left hand hit for 1h so it's fair).
IronMaiden - 7p setup, Encapsulate enemy, removing them from combat for 5 seconds (think like phase/maze, but very short term).
SavageDefense - 5p setup - Designate a bond/ent, will nullify the next attack from that entity on the tracker only. (i.e. a demon tries to hit you, blocks that hit on you. He attac, but he also protec). Tracker bond is left to recover, and may not attack for 30 seconds.
One trap per room, traps decay in 5 minutes. Tracking is now conscious and deliberate.