Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
The question you are now asking is not the same thing as the statement that I responded to.
I already explained that to you.
Can you point me to where you think you did this?
What I said is that primary role and secondary role don't swap. Secondary role remains secondary.
Alright cool thank you. And you also still believe a secondary role shouldn't do more than support the person playing the main of your secondary or enhancing your own role in a full group of 1 of each? Like if the game had a way to do this by investing their entire build gear etc, it wouldn't be meeting the goal of what you think the design is/should be?
If I do understand what you wrote correctly...
What I've said is don't expect that an x/Cleric should be able to replace the need for a Cleric/x in an 8-person group because the devs are designing and balancing encounters with the expectation they will require one of each Primary Archetype. Steven has specifically stated that Secondary Archetype Cleric will not replace the need for a Primary Archetype Cleric in an 8-person group.
He has said something similar about Primary Archetype Tanks.
If you can find a build that is an exception - great!
It's probably not impossible, but expect that to be fairly rare, rather than common.
The devs are designing with the intention to ensure that all Primary Archetype/x are viable - even in a max level dungeon or raid.
The devs are not trying to ensure that any x/Primary Archetype can fulfill the primary role.
When someone says, "Summoner should be able to main tank in an 8-person group."
My response is, "That's unlikely because the devs are designing for an 8-person group to require one of each Primary Archetype and if a Summoner can, in general, use their tank-oriented Summon to main tank as well or better than Primary Archetype Tank, that means there is no need for one of every Primary Archetype in an 8-person group."
But, none of this is binary. In the sense that if an x/Tank can't main tank in an 8-person group, it's useless.
Expect a Summoner's tank-oriented Summon to tank fairly well - even if it can't out-tank a Primary Archetype Tank in an 8-person group. Brood Warden is the most likely candidate to be able to main tank in an 8-person group.
Try it. See if it's possible to out main tank the Tank/x. But not with the expectation that it SHOULD be possible. Rather with the expectation that it MIGHT be possible.
(I don't know how many x/Clerics it would take to compensate for a missing Cleric/x, but it's probably more than one.)
Ok now, here is my real question since it sounds like I am not misreading you. What would the purpose of an emnity augment school for /tank be in your mind? What is the goal of a person who's role is not to be able to be 'as good as a real' tank here in taking it if it exists?
Is there an Enmity augment School? Is that what I call the Threat School?
"A person who's role is not to be able to be 'as good as a real' tank"??? That right there is absurd gobbledy-gook.
An x/Tank would use a Threat augment when they want to generate Threat and have an opponent focus on them rather than on other people in the group.
Yes the 'threat school' as in 'if I put this on a move I generate more threat to get high up on the enemies threat list.'
Well it's lack of clarity is from having to walk through all your logical restrictions on 'What is correct' without leading you down the wrong line of inquiry. I will take that as an indication that I would fail to convey my questions properly. Please ignore it entirely therefore.
You aren't mirroring what I've actually said.
That was... an incredibly revelatory two lines.
@JustVine I'm treating this as absolute confirmation of 'that theory' now.
Basically he's asking why would I want to generate threat/enmity/aggro if I'm not the group's tank.
Sure it would be nice to have someone be "off tank" so if the tank drops the ball they're there to pick up immediately. But skill points are limited why would I want to put skill points into something that is for the event of failure. I don't want to have to build for just in case scenarios I want to focus on my primary role.
–- Steven Sharif
In PvE, the Fighter/Tank might choose to take out the NPC Clerics by using Threat augments to focus the NPC Healers on her/himself.
In PvP, the Fighter/Tank might choose to take out the PC Mages by using Damage Mitigation augments to soak the Mages' burst damage.
Secondary role is secondary. I don't know why that is so difficult to understand.
That really has nothing to do with the Tank/x dropping the ball or just in case scenarios.
If you don't want to build an x/Tank, don't. Threat augments are augments to your Active Skills - so you are inherently focused on your primary role via Active Skills. The Threat augments are just extra.
One would hope the adds are substantial which means one tank can't tank boss and adds at the same time. If the main tank can tank the boss and the adds at the same time its bad raid design. Either the adds are ridiculous or the boss is ridiculous in such a circumstance.
Edit: Spelling mistakes.
Is this a boss scenario, it sounded like he was talking about packs of mobs
Naturally, if a non x/tank can kill packs of mobs, then a x/tank will be able to kill packs of mobs. If we are just discussing mobs then a tank isn't really required.
You misunderstood @JustVine's point a bit, she was asking about something more specific to Dygz.
Remember that this is, again, semantics. It all comes down to what Dygz', or anyone else's perception of what 'Primary Role of an Archetype' is. Since Dygz is quoting directly from Steven usually, Dygz is definitionally right.
The question is 'what about all the unspoken assumptions that come from past games?' or maybe better put as 'what does Intrepid view as an assumed aspect of an Archetype?'
In the case of a Fighter, there's not as much clarity. "Burst Damage Gap Closer with weapon mastery" is what we get, and we don't know what 'Weapon Mastery' means.
That's why she discontinued the line of thought. It's getting even further down into semantics.
And then when I do it for you, you say you missed it.
That's on you.
Did you paste a dev quote that directly says that they want to balance around 8-man parties having 1 of each primary somewhere in this thread? I'm totally willing to go through and paste every single one of your dev quotes here if you answer yes.
There are four primary groups of augments assigned to each base archetype. Balancing of augments relates to the four augment groups for each of the eight archetypes.[2]
Not sure who the quote is from, but, the information is a quote.