Seconded.
While it’s not that necessary for content up to corruption 200, there’s a noticeable increase in the importance of certain skills purely for survivability’s sake past a certain point. This varies depending on the class, of course, but the reality is still there.
There’s been improvement in some areas, such as some skills having nodes that will convert them to a movement skill becoming more prevalent in some classes, which does alleviate the “mandatory movement skill” for some classes.
I also think that this comes down more to the endgame design than the skill design.
At present, the modifiers on Monolyths essentially break down to “monsters do more damage” or “monsters take less damage”. There are some conditionals to this (damage types, high health, etc), but it still comes down to those.
McFluffin did a really good video, and some of what I mention here comes from that.
But essentially, if monsters either take less damage, or deal more damage, then past a certain threshold you are going to HAVE to either have more defenses, or more damage, and more mobility on top of that.
If the modifiers in the Monolyths where more interesting, and the “objective” was more varied (in essence right now it’s either “kill 3 patrolling x”, “destroy x turrets”, “kill x miniboss” or “fight x waves of enemies”) then the dependence on certain skills would be lessened as well.
Don’t get me wrong, I think monolyths have improved greatly since I started playing the game back in 0.7, but there’s still a lack of “interesting”. In his video, for example, McFluffin mentions that there’s really no incentive to clear or explore an echo, you really just rush through, kill target, move on. The increased stability from kills has helped, but it still doesn’t make it interesting, it just makes it busywork. I feel like an added “random” element of discovery would make a big difference.
Either way, I think that the “must have” skills are as much tied to the “endgame content” as they are to their relative power.