Yuyukoyay wrote: » Even if respeccing is a thing it would be nice if the game could guide me into knowing what decisions to make. Then I can tweak it with a respecs later.
"Steven has said that "not everyone is going to be a winner" I personally think that should include character building."
ShroudedFox wrote: » "Steven has said that "not everyone is going to be a winner" I personally think that should include character building." Steven has also said he wants the race you choose to make a difference in how your class plays, and part of that being the starting values of your characters stats, if you control how your stats are distributed it kinda defeats the purpose of having a racial stat bonus once you reach a certain level. I feel like character building is more about how you choose to interact with the social structures of the game. I think he also stated that using specific weapons on specific classes will have an advantage, but I think it will be bit more like paper, scissor, rock like say maces are good against plate armour because they have armour reduction and daggers not so much (but without any real information that's just pure speculation). I think the idea is to make player choice of play style matter but also to contain how far you can break the mould, like I understand people wanting to make a zany unique character but in my opinion that needs to be kept within certain boundaries to maintain the thematic atmosphere of the game. For example you may want to be a warlock who wears plate and carries a 2 handed sword, and sure you'll be able to do that but should it be incentivised? I feel like the key idea is to be able to bend the traditional roles of classes not to rewrite them. in regards to having little reason to diversify I would think specialisation will be a thing, for example if you have a bunch of clerics in a siege sitting in the back line and a group of rogues sneaks in there, having a couple of those clerics in plate armour might be a good idea so they don't all get insta bursted I don't think its being "pigeon holed" so much as making a choice on what do I want my character to be good at this is just my humble opinion on the matter.
ServNiQ wrote: » 1) To the large amount of what you're saying, it's a design decision, the decision being that they want a large amount of your playstyle and how you experience the gameplay to be based on your class. In general, I don't think having stat allocation is bad, not at all. Just not for a game like AoC, where they want to have those stereotypes. They want things to make sense. In general, it doesn't make sense for a mage to outduel a rogue that has snuck up on him, and it doesn't make sense for a rogue to have more health than a tank. 2) When you take away the ability to allocate stat points, you suddenly introduce this new idea of 'should I take away from my overall effectiveness so that I don't lose in the rock-paper-scissors battle, or do I just suck it up?' So yes, while you may think it would be more freeing and fun to make incredible wacky and stereotype breaking characters, where everyone is able to, but I think it's infinitely more fun to instead bend these stereotypes and create interesting dynamics as like before. As they said, they want to keep the holy trinity of Tank-DPS-Heal/Support, with augmentations and specializations blurring the lines between these roles, not destroying these lines. 3) If you are looking for a game where you can create mind bending characters then this is not the game for you. There will be many ways to personalize your character the way you want it, but just not in the way you describe. Not trying to offend anyone FYI, but this is going to be a game where you will have the stereotypical mage types and ranger types and whatnot, not a game where 'you are limited only by your imagination'. I hope this helps clarify.