BobzUrUncle wrote: » Let us take a nice system and turn it into a single class that can do everything and destroys the whole idea of having classes in the first place. No.
Beekeeper wrote: » What I'd personally be ok with would be a reset option, where you can start over without also nuking your belongings and friend list. A new start of sorts, in case you're REALLY unhappy with your class but want to stay in your guild and such.
Damokles wrote: » Would be okay with that as long as you get reset to lvl 1 and it would include a lengthy hellish questline.
Tragnar wrote: » Damokles wrote: » Would be okay with that as long as you get reset to lvl 1 and it would include a lengthy hellish questline. Do you realize that any sane person would just delete the character and create a new one with the same name?
CaptnChuck wrote: » I'm afraid I have to disagree. No character should be allowed to adapt to every situation perfectly. They should be able to somewhat adapt to different situations, by changing their gear/enchants/sets/skills etc., but they shouldn't be able to perfectly adapt by changing their class on the spot.
MindFork wrote: » What I would find great, that at least some of skills would be not linked to the class you select, such stuff like reading the traces for example. And in ideal case even just more freedom in the way you can go. But when I read the first feedbacks I understand, that this is not really what the community wants. Sad for me, but yeah, its like this then^^ Thanks all for taking time for reading and giving a feedback!
MindFork wrote: » 1) What is dynamic Archetype: Dynamic archetype is a posibility to master skills of more than 1 archetype and to be able to switch the archetypes depending on the situation. 2) Why we need dynamic Archetype: a) It provides understanding what to expect in PvP against another archetype. b) It provides understanding what to expect from your teammembers by knowing which skills, etc. they have, and to understand what exactly happening when this or that is casted. c) It is hard to select the Archetype you are born for just by the first choise. By dynamic archetype system you would be able to skill multiple nodes, to test them and then invest more time to skill of the node, which you like more. d) When the game is 5 years old and older - dynamic archetype would be very friendly for the new incoming people to demostrate them different skill nodes. e) Some content of the game is open only to specific archetypes which forces to take them, even if you don't want to play them, but just wants to not miss something interesting. In example some archetypes can see traces, which could lead to something interesting, why do we need this binding? Or some can see the traps - with dynamic archetypes all would see the traps, but some would do it better, some would be bad at it. f) It provides the possibility to switch the role in group if someone is leaving. Lets say maintank has left, what to do? Over? No - someone switching the archetype to tank by equiping shield and you can continue. g) The more we have to master the more good feeling we get at the end. h) If some new patch is killing your main archetype - pff, then you just focus another one. i) Having this feature we would always have something to improove on us. It would keep players not bored for longer time. I know that some players are managing it to get the end game in shortest time... Like this they would always have to archive something. j) There are much more positive side effects of having this, but the main is - we want to go through the game with only ONE character. Not having X characters to try each skill etc. But to master our all and everything. 3) How I imagine the mechanic of dynamic archetypes: a) The current archetype is defined by the current weapon you have equiped. Not all skills are bound to a specific weapons. Example: Shield hit can be done only if shield is equiped. But to detect the trap - you don't need to have specific archetype. b) The archetype powers up some skills. Example: you can detect traps even as warrior, but having the staff or dagger equiped would make the skill more effective. Or even another way round, not having those equiped would make it less effective. The more effective the skill is the better chance you have to detect the trap. c) Fast weapon switch allowed only between 2 weapon equipments. By PvP it is often the case that 1 Archetype can counter another one. Switch between 2 archetypes brings more balance to such duels. At the tournamet noone would know beforehand which 2 archetypes you have selected, which would always bring interesting surprise. And having 2 archetypes would give the possibility to combine and to cover the weakness of 1 archetype by another one to combine some distanced archetype with a melee one. d) The 2 main archetypes cannot be rerolled any time. You can select them only by specific conditions, like 10 minutes without battle etc. You cannot switch archetype just during battle or during dungeon, but in dungeons will be some checkpoints where you will be allowed to switch (purpose: if someone disconected and you need to replace his role by someone else i.e.). You cannot reselect archetype during a siege or to do it each 5 minutes. e) Having multiple archetypes does not mean, that if you are lvl 100500 you can just reroll and have everything learned for another archetype - not at all. There will be no understanding of skill points how we know them. The skills will be mastered only when you use them. I.e. you cannot learn a double shot with bow, if you have not mastered a single shot to rang X or to 100% what ever mechanic is selected. To master the archetype you will need really to spend the time with this archetype. And to get progress on such skills as detecting the traps etc you would need to detect traps etc. But the skills could be used to make some new basic or advanced skills available to be skilled. Like for learning double shot you need master single shot + invest some skill points.