Ironhope wrote: » Basically for the entire duration of vanilla wow, hybrid classes such as retribution paladin, feral druid, dps shaman, etc were at best memes but never actually functional, never actually viable for anything. If someone wants to be a hybrid dps-healer you shouldn't give him half the damage a full dps does. Thats just bad design, nobody will want to play that. What you should do (let's compare an assassin and a templar) is this: Both should deal good damage. Sure give the full dps a slight edge. The rest of the templar's performance should come from healing, buffs and resilience, which are his classe's theme. The rest of the assassin's performance should come from his stealth, high mobility and crowd control, which are his classe's theme. Don't make hybrid classes memes and jacks of all trade, in practice, they will end up being only disappointments.
Azherae wrote: » Ironhope wrote: » Basically for the entire duration of vanilla wow, hybrid classes such as retribution paladin, feral druid, dps shaman, etc were at best memes but never actually functional, never actually viable for anything. If someone wants to be a hybrid dps-healer you shouldn't give him half the damage a full dps does. Thats just bad design, nobody will want to play that. What you should do (let's compare an assassin and a templar) is this: Both should deal good damage. Sure give the full dps a slight edge. The rest of the templar's performance should come from healing, buffs and resilience, which are his classe's theme. The rest of the assassin's performance should come from his stealth, high mobility and crowd control, which are his classe's theme. Don't make hybrid classes memes and jacks of all trade, in practice, they will end up being only disappointments. I wasn't aware that Ashes was making any Hybrid Classes in the way you explained it. I haven't seen any indication that there's a lesson to learn about this. All Classes have access to all the abilities of their primary Archetype, so as long as the Primary is fine, the Class is fine, within standard variance relative to an encounter.
Azherae wrote: » Ironhope wrote: » All Classes have access to all the abilities of their primary Archetype, so as long as the Primary is fine, the Class is fine, within standard variance relative to an encounter. So if you combine a support class (lets say cleric) with a dps class (lets say fighter) won't you get a hybrid one (healer + damage)?
Ironhope wrote: » All Classes have access to all the abilities of their primary Archetype, so as long as the Primary is fine, the Class is fine, within standard variance relative to an encounter.
Ironhope wrote: » Azherae wrote: » Ironhope wrote: » All Classes have access to all the abilities of their primary Archetype, so as long as the Primary is fine, the Class is fine, within standard variance relative to an encounter. So if you combine a support class (lets say cleric) with a dps class (lets say fighter) won't you get a hybrid one (healer + damage)?
Azherae wrote: » Ironhope wrote: » All Classes have access to all the abilities of their primary Archetype, so as long as the Primary is fine, the Class is fine, within standard variance relative to an encounter.
Azherae wrote: » No, you will not.
Azherae wrote: » You will get a Cleric that does Cleric skills, and has all the same capacities for Damage as a Cleric does, with some small variances, buffs, etc that you can choose to attach to that damage. So if your Cleric has one Damage ability, and you choose the Secondary Archetype of Fighter, you can use that secondary Archetype to increase that Damage ability..
Ironhope wrote: » Azherae wrote: » No, you will not. You say this then you say Azherae wrote: » You will get a Cleric that does Cleric skills, and has all the same capacities for Damage as a Cleric does, with some small variances, buffs, etc that you can choose to attach to that damage. So if your Cleric has one Damage ability, and you choose the Secondary Archetype of Fighter, you can use that secondary Archetype to increase that Damage ability.. Wait, doesnt' that mean you hybridized your support class taking a dps route?
Khronus wrote: » My ideal class system for AoC would be something like the holy trinity but every class has the opportunity to fill other roles if needed or if they wish to.
Azherae wrote: » That depends on you. I'll clarify. Every Cleric has the option to take the Damage ability 'Judgement'. It is not required for any Cleric to take it. That would mean, (if I understand your concern correctly) that all Healers are hybrids from the start?
Azherae wrote: » If it does not mean that, do you mean that 'Healers shouldn't have the option to have a damage ability like Judgement, because no one should take that, they should focus on healing only'?
Azherae wrote: » If you don't mean that then is your concern that 'taking a different secondary Archetype would be better for improving your healing than taking Fighter'?
Aerlana wrote: » ... and was a big mistake...
Aerlana wrote: » in WOTLK began people complaining about class uniformisation, why ? because "balance" ...
Aerlana wrote: » They were support, here to improve their party damage.
Aerlana wrote: » The problem were not they have low damages, but they didn't have gameplay about support (or just little) And when you were mage/warlock, you loved having a boomkin or enhance shaman with you.
Aerlana wrote: » Support disappeared from MMORPG genre (not totally, but mostly) because people want "to play what they like" AND "have big DPS" ... Stupidity.
Aerlana wrote: » Make support great again
wherediditrun wrote: » Khronus wrote: » My ideal class system for AoC would be something like the holy trinity but every class has the opportunity to fill other roles if needed or if they wish to. Except that it's not holy trinity and holy duality with that weird cousin who has learning disorder to tag along. Removing dps from the equation does not change the way fights are conducted. The design, set up stays stays about the same, some numbers get retuned. Hence enrage mechanics, marely more stats on the other side again, mechanics themselves don't change are required to justify DPS existing in the game. But that's an artificial solution to self authored design hole. I would love to see damage to add meaningfully to game play in way that expands the design space. I have no clear answers to this one, but I don't know, burst windows which require set up by the party. Divers who need to get in get out with the help of the party. Something like that. And all of a sudden "hybrid" classes would have more room to breathe as the design space of encounters is meaningfully expanded. But that's not what we get. And devs are not willing to risk it. Instead you get tank n spank with some gimmicks on positioning based on boss attacks and environmental hazzards. Leaving little room for actual spec / class mastery. And yes when they add classes which are just flavors of same done thing, due to narrow design space, you have issues and people complaining that some classes are just weaker than others as they compete at exactly same thing. When we add boring group wide passives to justify their existence ensuring that specs gets picked by groups and all that jazz.
Ironhope wrote: » . Aerlana wrote: » The problem were not they have low damages, but they didn't have gameplay about support (or just little) And when you were mage/warlock, you loved having a boomkin or enhance shaman with you. Yeah but if you were a BG premade you didn't. If you saw a hybrid you would /laugh when he asked if he could join.
SirChancelot11 wrote: » Honestly, that sounds like the root problem... /Laughing at someone who wanted to join
JustVine wrote: » It's really weird for me to hear 'dps isn't a real contributor'. I am used to games shoving archtypes away from the other two towards dps. Ashes picked the right classes to both have hybrid space and have meaningful distinctions between dps in group combat. <...>
wherediditrun wrote: » JustVine wrote: » It's really weird for me to hear 'dps isn't a real contributor'. I am used to games shoving archtypes away from the other two towards dps. Ashes picked the right classes to both have hybrid space and have meaningful distinctions between dps in group combat. <...> What happens when your main tank dies? Oh, now that throws the thing a bit off. Either tankier dps need to rotate between tanks, perhaps to use a tank pet. Healer now needs to make sure due to lack of aggro control they can stay on point and keep the party alive probably burning some heavy cds. If the healer themselves are a tank with heavy cooldowns perhaps they can temporary tank with an aid of some hybrid class ensuring the rest of the party is topped off. What happens when healer dies? Well hopefully there are some hybrid classes to cover for it. Or everyone just dies due to sustain being lost. Hopefully some hybrid class can help, if not when you're kind off f. Perhaps heavy cc can be used to win the small encounter until healer can be raised or something like that. Loss of one of the role becomes an a chaotic event requiring swift adaptation to a situation or results in a wipe. What happens when in a dungeon a dps character dies? Well, nothing really. You generally continue as you used to hoping your stats will be sufficient and it often is. If you play a healer or even a tank who due to some silly dps guy who doesn't manages their aggro properly you put them lowest on priority list in terms of who are you going to save first, or maybe even let the die cuz their mismanagement of aggro puts everyone in danger. That's to illustrate that nothing is changed about the scheme if supposed holy corner gets removed. Hence the role is insignificant. It's a question of tuning numbers, but not of actual gameplay. So it's very nice for you to write the supposed differences of those classes. Sad thing is, that generally they don't matter. Or matter very insignificantly, being more about the 'flavor' or theme than contributing something to encounter design. I wish it did matter, but they end up as flavor or theme for a character rather than something game respects and actually uses in it's encounter design.
JustVine wrote: » In good combat design DPS character dying simply means that the tank and cleric can't sustain the fight long enough to win.
JustVine wrote: » Good combat design means that DPS must have some level of skill required in order to complete the group encounter. Mana, health, and abilities are limited resources.
JustVine wrote: » As listed in my explanations of each classes role, they all have some effect on either controlling the damage curb or abilities that significantly lower the time required to keep fighting (burst damage). They also have distinct roles to play in aggro control and positional defense. When one of these components fall, the incoming damage flow is no longer being curbed, meaning the tank and healer become more strained and it becomes amplified the longer the fight goes. Without the dps burst damage in a fight, the longer the fight goes, the more the resources are taxed. Every death or lack of skill is noticeable with the chosen archetypes for ashes and they are definitely not 'same role different flavor'.