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Tanking: Should the "Tank" Primary Class Be the Be-All-End-All Tanking Class?

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Comments

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    ptitoine wrote: »
    Well might not affect dual Dps archetype in PvE. But if u pick a support/tank one your Dps might be a bit lower. But at the same time we dont really know how much self-sustain Dps (Mage/Rogue/Ranger) have. Fighter probably has more than these 3. Except if u build it with clothes XD
    Whether or not your DPS is "lower" depends on who you are synergizing with and who is synergizing with you.
    If a Rogue/Tank is synergizing with an x/Rogue, the DPS can balance out.
  • ptitoineptitoine Member, Alpha Two, Early Alpha Two
    edited September 2021
    Dygz wrote: »
    ptitoine wrote: »
    Well might not affect dual Dps archetype in PvE. But if u pick a support/tank one your Dps might be a bit lower. But at the same time we dont really know how much self-sustain Dps (Mage/Rogue/Ranger) have. Fighter probably has more than these 3. Except if u build it with clothes XD
    Whether or not your DPS is "lower" depends on who you are synergizing with and who is synergizing with you.
    If a Rogue/Tank is synergizing with an x/Rogue, the DPS can balance out.

    Well I dont think a Dps/Support or Dps/Tank should have same dps as Dps/Dps. But they should have more sustains. Otherwise it doesnt make sense if Support and Tank have same dps as the dps themselves.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    edited September 2021
    Dygz wrote: »
    Players' input doesn't have much meaning until the players can actually play (test) the features and mechanics of the game design.

    Listen man, I am just going to have to wait until my ideas are tested before any further input you give, regarding my ideas, becomes valid. Otherwise everything you say doesn't have much meaning. :|
    GJjUGHx.gif
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    Dolyem wrote: »
    Dygz wrote: »
    Players' input doesn't have much meaning until the players can actually play (test) the features and mechanics of the game design.

    Listen man, I am just going to have to wait until my ideas are tested before any further input you give, regarding my ideas, becomes valid. Otherwise everything you say doesn't have much meaning. :|

    Remember when I said the thing? About opening a can of worms... Lol
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Dolyem wrote: »
    Dygz wrote: »
    Players' input doesn't have much meaning until the players can actually play (test) the features and mechanics of the game design.

    Listen man, I am just going to have to wait until my ideas are tested before any further input you give, regarding my ideas, becomes valid. Otherwise everything you say doesn't have much meaning. :|

    Remember when I said the thing? About opening a can of worms... Lol

    hZsdBuV.jpg
    GJjUGHx.gif
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    Dolyem wrote: »
    Dolyem wrote: »
    Dygz wrote: »
    Players' input doesn't have much meaning until the players can actually play (test) the features and mechanics of the game design.

    Listen man, I am just going to have to wait until my ideas are tested before any further input you give, regarding my ideas, becomes valid. Otherwise everything you say doesn't have much meaning. :|

    Remember when I said the thing? About opening a can of worms... Lol

    hZsdBuV.jpg

    Lol
    Not even a letter
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited September 2021
    Dygz wrote: »
    Players' input doesn't have much meaning until the players can actually play (test) the features and mechanics of the game design.
    This is entirely untrue.

    As with all things, players can look at the systems as proposed by Intrepid, and state with some clarity how they will make best use of those systems.

    As such, player input at the conceptual stage is as valuable as it is at the implementing and tuning stage.

    A perfect example of this is the family summons. The simple mention of it made Intrepid back-track. It was stated as being a feature that would be in the game, and is now something they may test to see if it fits (I don't expect it to even be tested, honestly).

    Or we can look at daily quests, Intrepid were going to have them in the game, and didn't think anything of it. Players basically all said hell no, and Intrepid have said ok. We didn't need to test out Intrepids version of daily quests to know we didn't want them.

    The same can be said with class design, it is foolish to think otherwise - though many of us here have come to expect nothing less from you, so have at it, I guess.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Dolyem wrote: »
    Listen man, I am just going to have to wait until my ideas are tested before any further input you give, regarding my ideas, becomes valid. Otherwise everything you say doesn't have much meaning. :|
    That has been true since before you first posted.
    Which is the primary point.
  • DolyemDolyem Member, Alpha Two, Early Alpha Two
    Dygz wrote: »
    Dolyem wrote: »
    Listen man, I am just going to have to wait until my ideas are tested before any further input you give, regarding my ideas, becomes valid. Otherwise everything you say doesn't have much meaning. :|
    That has been true since before you first posted.
    Which is the primary point.

    Nah man, that point has no meaning
    GJjUGHx.gif
  • Dygz wrote: »
    "<...> If people just want to play with four others, they can always play their favorite MOBA. The idea behind an 8-person group is to allow us to really amplify party roles, and to create a need for each of the archetypes in every party."

    If ashes comes even at half way to the point how different roles in MOBA's teams are tuned and working together I would call it a huge win for MMORPG as a genre. I don't feel that just pumping up scale with little regard to quality brings anything meaningful to the table. As @Dolyem pointed out, there are actually 3 roles. So what exactly 8 people change here, more meat to the same grinder. And please lets avoid passive party buffs as a reward for taking in a class as a party token.

    MOBA's have from 6 to 10 distinctive roles. Which can have rather complex interplay between them. Given that teams are up to 5 you can form numerous different team compositions which when inform the meta strategy of the entire party. Which are meaningfully distinct in execution informing said parties main win conditions.

    Now perhaps creating party diversity is too much of a challenge. I get it. It's difficult. But if we are not going to have different kind of parties as a unit when I would really welcome each of these 8 positions to be it's own distinct role. Not more of the same done in a slightly different execution pattern followed up with different particle effects on the screen. Given the task, I say I would be more optimistic about doing at least 4 right. Before making claims about 8.

    And we can think about subclasses here. What is tank? How does it tank, how it should tank. Is it a tank which is like vanguard disrupting enemies taking into offensive allowing to burst down enemies which are dazzled by the charge. Or is it a tank which protects your party mitigating offense against them? This is different role. Now obviously overlapping will be wide here, but this differentiation alone allows flexing how you set up a party based on your other role needs. Perhaps you want both in the party? This also provides the player with a focus one needs to preform in to do well thus in addition creating certain identity to the playstyle as well as a mastery to excel at for the player.

    Just an example. How role can differ for exact same "MMORPG" role which is known as a single thing. Encounter design obviously should accommodate options. Perhaps we could finally move away from tank n spank encounters with positional gimmicks thrown into the mix. I personally would much welcome that as I've done the former for years now, and it's boring af at this point played out and solved.

    So I'm a bit baffled by the comment and what it tries to advertise here exactly. "It gonna be big" statements reminds of a certain politician, frankly.

    I'll say it right away, I don't know much about MOBA, but what you're saying reminded me how what Dark Age of Camelot did with its classes.

    There were 3 realms. Each realm at the same number of classes. Each realm had access to somewhat the same skills effects, but which class had which was varied. In Albion's tank was also a melee dps. Hibernia's tank had debuffs. Midgar's Thane had AoE spells. It gave such a different feel to each realm.

    If the augment system could bring this much diversity it would be awesome. The role of the tank would be the same, but how the job is done could depend on the secondary.
    Be bold. Be brave. Roll a Tulnar !
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Percimes wrote: »
    If the augment system could bring this much diversity it would be awesome. The role of the tank would be the same, but how the job is done could depend on the secondary.
    Precisely.

  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    This is a quick little design chart I made to describe some ideas on the trinity system and secondary archetype augmentation. I am not a graphic designer, if someone can do this better please do lol.

    Through this chart, I try to explain that picking your primary archetype is the most important decision when it comes to your trinity role in group content. However, the more you augment your abilities towards a certain role, the more effective you become at that role. A Tank/ DPS will always be better at tanking than a DPS/ Tank, such that a DPS/ Tank will always be better at DPS thank a Tank/ DPS.

    Also it might not have come out clearly, but there is also a scale to how much you venture away from the pinnacle of your trinity corner. You can augment a couple, many, or all your abilities to venture however far away from your trinity role that you prefer.

    B90ouJ9.png
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    McShave wrote: »
    This is a quick little design chart I made to describe some ideas on the trinity system and secondary archetype augmentation. I am not a graphic designer, if someone can do this better please do lol.

    Through this chart, I try to explain that picking your primary archetype is the most important decision when it comes to your trinity role in group content. However, the more you augment your abilities towards a certain role, the more effective you become at that role. A Tank/ DPS will always be better at tanking than a DPS/ Tank, such that a DPS/ Tank will always be better at DPS thank a Tank/ DPS.

    Also it might not have come out clearly, but there is also a scale to how much you venture away from the pinnacle of your trinity corner. You can augment a couple, many, or all your abilities to venture however far away from your trinity role that you prefer.

    B90ouJ9.png

    First I would like to say I love your picture you did a good job on it. A couple holes in it, but overall it looks real nice.

    Second I would wholly agree if primary and secondary archetypes turn out to be the only choice and factor that went into determining a role.

    What I want to see, and hope their system allows for is if with the proper gearing, skill point distribution, auxiliary augments (racial, social, religious, etc) that you can push pass the solid boundaries you have and that there would be some overlap between the red or brown regions for example...
  • ptitoineptitoine Member, Alpha Two, Early Alpha Two
    McShave wrote: »
    A Tank/ DPS will always be better at tanking than a DPS/ Tank, such that a DPS/ Tank will always be better at DPS thank a Tank/ DPS.

    Normally it would. But I was wondering if it was the case in term of building like the primary archetype.
    Like Mage/Tank or Cleric/Tank Build building Prot and wearing Plate/Shield. To have different type of protection.
    Just to have a different set of starter abilities. Im curious to see its its duable and if its worth.
    Cause im not really a fan of the tank abilties. But i could be for Mage or Cleric but still want to be a tank.
    If its duable but hard could be really fun to see the combo people can come up with
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    Sorry, folks...
    I'm not meaning to restart anything... I just stumbled across this other quote while I was looking up resistance gear, so I'm sharing it... interpret however you wish.

    https://youtu.be/8AeuqaELjFg?t=3861
    STEVEN:It's an 8-member party.
    It doesn't mean that you have to have the 8 members in order to accomplish content, but it means that the way we balance combat is around an 8-person party. And there are certain modifiers that are applied to the party in-coming experience based on the more players you have in the party, so it begins to equal out a little bit. The best balance you could have as a party is incorporating all 8 Base Archetypes into your party. So, that's going to be you best bet for completing content.


    QUESTION:Archetypes as in classes?

    STEVEN: Classes are different. Classes are when you combine with your Secondary Archetype and that creates a possible 64 classes. When we say Archetype, we're really talking mostly about roles. So, essentially, you'll first choose one of the 8 Archetypes and that's going to be the Archetype that you can't change.
    So, that's: Tank, Ranger, Rogue, Fighter, Cleric, Mage, Bard and Summoner.
    Now, when you hit half-way point to Level 50, when you hit Level 25, your going to select your Secondary Archetype which will combine with your Primary to create your class.That Secondary Archetype isn't going to give you new Active Skills. You're only going to get Active Skills from your Base/Primary Archetype.
    However, what it's going to do is it's going to give you augments.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    I'm pretty sure that it's a triangle rather than a quadrilateral, and healing falls under Support.
    There is overlap, in that Secondary Archetype allows you to slide closer to another role.
    It's not balanced for you to be able to swap roles. Nothing stopping you from trying though.
    You might be able to come up with a build that allows you to swap, but that's a MIGHT be able to swap ; not a SHOULD be able to swap.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    ptitoine wrote: »
    Normally it would. But I was wondering if it was the case in term of building like the primary archetype.
    Like Mage/Tank or Cleric/Tank Build building Prot and wearing Plate/Shield. To have different type of protection.
    Just to have a different set of starter abilities. I'm curious to see its its doable and if its worth.
    Cause i'm not really a fan of the tank abilities. But i could be for Mage or Cleric but still want to be a tank.
    If it's doable but hard could be really fun to see the combo people can come up with
    [/quote]
    You can have a different set of protections. Any class can wear any gear.
    That doesn't change the set of "starter abilities".
    You could try to find augments and gear that would allow you to main tank as well as a Tank/x. The devs state that an 8-person group will want to have a Tank/x. And Jeffrey said that he can't think of circumstances in a dungeon or raid where you wouldn't need a Tank/x.
    But, that means it's unlikely - not impossible.

    And really...you just need to tank well enough to help your group defeat the challenge(s).
    If you have a Broodwarden and another x/Tank, or more, in your group, you might be able to succeed fairly easily.



    https://www.youtube.com/watch?v=u8ne-4Xl3Rw&amp;t=983s
    "You will need a tank more or less depending on what's happening in the environment. Certainly in dungeons you will need a tank. I don't picture us creating any encounters that wouldn't need that sort of control."
    ---Jeffrey
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    ptitoine wrote: »
    McShave wrote: »
    A Tank/ DPS will always be better at tanking than a DPS/ Tank, such that a DPS/ Tank will always be better at DPS thank a Tank/ DPS.

    Normally it would. But I was wondering if it was the case in term of building like the primary archetype.
    Like Mage/Tank or Cleric/Tank Build building Prot and wearing Plate/Shield. To have different type of protection.
    Just to have a different set of starter abilities. Im curious to see its its duable and if its worth.
    Cause im not really a fan of the tank abilties. But i could be for Mage or Cleric but still want to be a tank.
    If its duable but hard could be really fun to see the combo people can come up with

    That's the boat I'm in. I love taking, but I'm not feeling the style that the tank archtype abilities roll with. I would love to see certain combos of x/tank bleed into that tank role in party play.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    X/Tank inherently bleeds into the tank role - it just doesn't swap.
  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    Dygz wrote: »
    I'm pretty sure that it's a triangle rather than a quadrilateral, and healing falls under Support.
    There is overlap, in that Secondary Archetype allows you to slide closer to another role.

    Normally people would think of it as a triangle, but I feel like a bard provides a distinctly different utility than healing. You need a healer to run a dungeon, but you don't need a bard. However, a bard doesnt provide damage like a true dps archetype would. A bard enhances the capabilities of the party, without directly damaging or healing or tanking.
    ptitoine wrote: »
    McShave wrote: »
    A Tank/ DPS will always be better at tanking than a DPS/ Tank, such that a DPS/ Tank will always be better at DPS thank a Tank/ DPS.

    Like Mage/Tank or Cleric/Tank Build building Prot and wearing Plate/Shield. To have different type of protection.

    Different archetypes have higher proficient with different types of armor and weapons. If you were primary mage, it might be very detrimental to wear such heavy gear as plate, and a mage might be very bad with a shield. We know they can use it, but it depends on how Intrepid implements these proficiencies.
  • ptitoineptitoine Member, Alpha Two, Early Alpha Two
    McShave wrote: »

    Different archetypes have higher proficient with different types of armor and weapons. If you were primary mage, it might be very detrimental to wear such heavy gear as plate, and a mage might be very bad with a shield. We know they can use it, but it depends on how Intrepid implements these proficiencies.

    Yeah thats why I said i was curious to try and see if its duable. Cause yeah it might reduce on certain things but if the playstyle is more fun for someone and still work quite well I wouldnt care
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    McShave wrote: »
    Normally people would think of it as a triangle, but I feel like a bard provides a distinctly different utility than healing. You need a healer to run a dungeon, but you don't need a bard. However, a bard doesnt provide damage like a true dps archetype would. A bard enhances the capabilities of the party, without directly damaging or healing or tanking.
    I think the Ashes devs think of it as a triangle with healing falling under Support.
    That's probably the way the Ashes Bard will be designed.
    We will have to test it to know for sure.
    The Ashes Bard will have heals but those heals will not be as extensive as the Cleric. According to the current design.


    McShave wrote: »
    Different archetypes have higher proficient with different types of armor and weapons. If you were primary mage, it might be very detrimental to wear such heavy gear as plate, and a mage might be very bad with a shield. We know they can use it, but it depends on how Intrepid implements these proficiencies.
    Well, it's more that a Shield probably doesn't synergize with Mage Active Skills as well as a Wand would, but that also depends on what augments are being used. Shield would probably work quite well for a Mage/Tank or a Mage/Cleric. Same for armor.
  • McShave wrote: »
    This is a quick little design chart...

    I love that the "trinity" has four corners... and that it is also a really good model for this discussion!

    That triggers my quirky sense of humor, many thanks!
    Forum_Signature.png
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    McShave wrote: »

    Normally people would think of it as a triangle, but I feel like a bard provides a distinctly different utility than healing. You need a healer to run a dungeon, but you don't need a bard. However, a bard doesnt provide damage like a true dps archetype would. A bard enhances the capabilities of the party, without directly damaging or healing or tanking.

    You're good, I agree with you here. The only real hole is that opposite corners don't touch. You don't have a slide on here for a Bard/tank. Unless you took your map and folded it over a sphere so they wrapped around to each other, and left summer at the core of the sphere.
  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    McMackMuck wrote: »
    McShave wrote: »
    This is a quick little design chart...

    I love that the "trinity" has four corners... and that it is also a really good model for this discussion!

    That triggers my quirky sense of humor, many thanks!

    😉
    McShave wrote: »

    Normally people would think of it as a triangle, but I feel like a bard provides a distinctly different utility than healing. You need a healer to run a dungeon, but you don't need a bard. However, a bard doesnt provide damage like a true dps archetype would. A bard enhances the capabilities of the party, without directly damaging or healing or tanking.

    You're good, I agree with you here. The only real hole is that opposite corners don't touch. You don't have a slide on here for a Bard/tank. Unless you took your map and folded it over a sphere so they wrapped around to each other, and left summer at the core of the sphere.

    I think it would be more accurate if it was just a combination of left/ right sliders, and each slider would just be a combination of 2 roles. My chart would be more accurate if you could augment using each archetype as a secondary instead of just one, since you could go a combination of bard with tank and cleric and be somewhere in the blue still. But, since you can only have one secondary archetype, it is actually much linear. Maybe religious, racial, and other augmentations will push it into the more planar model.
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    McShave wrote: »
    McShave wrote: »

    Normally people would think of it as a triangle, but I feel like a bard provides a distinctly different utility than healing. You need a healer to run a dungeon, but you don't need a bard. However, a bard doesnt provide damage like a true dps archetype would. A bard enhances the capabilities of the party, without directly damaging or healing or tanking.

    You're good, I agree with you here. The only real hole is that opposite corners don't touch. You don't have a slide on here for a Bard/tank. Unless you took your map and folded it over a sphere so they wrapped around to each other, and left summer at the core of the sphere.

    I think it would be more accurate if it was just a combination of left/ right sliders, and each slider would just be a combination of 2 roles. My chart would be more accurate if you could augment using each archetype as a secondary instead of just one, since you could go a combination of bard with tank and cleric and be somewhere in the blue still. But, since you can only have one secondary archetype, it is actually much linear. Maybe religious, racial, and other augmentations will push it into the more planar model.

    Oh I was thinking of it more as a plane and the different colored zones were what role you could fill in the party. Then the various class combinations were a scatter plot on it and then depending on how you kit them out would shift your Dot.
  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    McShave wrote: »
    McShave wrote: »

    Normally people would think of it as a triangle, but I feel like a bard provides a distinctly different utility than healing. You need a healer to run a dungeon, but you don't need a bard. However, a bard doesnt provide damage like a true dps archetype would. A bard enhances the capabilities of the party, without directly damaging or healing or tanking.

    You're good, I agree with you here. The only real hole is that opposite corners don't touch. You don't have a slide on here for a Bard/tank. Unless you took your map and folded it over a sphere so they wrapped around to each other, and left summer at the core of the sphere.

    I think it would be more accurate if it was just a combination of left/ right sliders, and each slider would just be a combination of 2 roles. My chart would be more accurate if you could augment using each archetype as a secondary instead of just one, since you could go a combination of bard with tank and cleric and be somewhere in the blue still. But, since you can only have one secondary archetype, it is actually much linear. Maybe religious, racial, and other augmentations will push it into the more planar model.

    Oh I was thinking of it more as a plane and the different colored zones were what role you could fill in the party. Then the various class combinations were a scatter plot on it and then depending on how you kit them out would shift your Dot.

    Ya, that was the plan. But as we know right now, a character's plot on the graph has only the option to be on one particular line. If you go DPS/ tank, you can only be on the particular line of DPS/tank. But if you plot the group's composition on a single graph, this could work to see where the strengths of your group lie.
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    McShave wrote: »
    McShave wrote: »
    McShave wrote: »

    Normally people would think of it as a triangle, but I feel like a bard provides a distinctly different utility than healing. You need a healer to run a dungeon, but you don't need a bard. However, a bard doesnt provide damage like a true dps archetype would. A bard enhances the capabilities of the party, without directly damaging or healing or tanking.

    You're good, I agree with you here. The only real hole is that opposite corners don't touch. You don't have a slide on here for a Bard/tank. Unless you took your map and folded it over a sphere so they wrapped around to each other, and left summer at the core of the sphere.

    I think it would be more accurate if it was just a combination of left/ right sliders, and each slider would just be a combination of 2 roles. My chart would be more accurate if you could augment using each archetype as a secondary instead of just one, since you could go a combination of bard with tank and cleric and be somewhere in the blue still. But, since you can only have one secondary archetype, it is actually much linear. Maybe religious, racial, and other augmentations will push it into the more planar model.

    Oh I was thinking of it more as a plane and the different colored zones were what role you could fill in the party. Then the various class combinations were a scatter plot on it and then depending on how you kit them out would shift your Dot.

    Ya, that was the plan. But as we know right now, a character's plot on the graph has only the option to be on one particular line. If you go DPS/ tank, you can only be on the particular line of DPS/tank. But if you plot the group's composition on a single graph, this could work to see where the strengths of your group lie.

    So a Rogue or a mage start off in the corner of brown. Then you choose tank or bard as a secondary and it slides you closer to the red or blue zones. What I was getting at earlier was with enough of the other effects and choices I want to be able to move my DOT into either the red or blue zone and fulfill those roles for the group. have a rogue bard that is fully into being a stealthy support for his team. Or a mage tank capable of tanking...

    Getting the slide to move between two at once is probably for the best. I think if they made a class that could be tanky, deal good damage, and heal all at once we will get an op class, or in the attempts to Nerf it inline with others it would become bad at all of those things.
    Although I think that your two direction rule could also be broken by using the summoner through the middle. If summoners can summon tank, heal, or DPS minions, you could probably push your character in different directions at once if you tried, although without a focus you'll probably just end up half-assing those things...
    A bard/summoner with DPS and heal pet stuff?... Sounds like it would get messy fast.

    That kind of falls in line with my worries for a tank/cleric. Put enough self healing into a tank and he will be really hard to kill in the wild... 1v1 even with average DPS, he will eventually win the war of attrition...
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    McShave wrote: »
    McShave wrote: »
    McShave wrote: »

    Normally people would think of it as a triangle, but I feel like a bard provides a distinctly different utility than healing. You need a healer to run a dungeon, but you don't need a bard. However, a bard doesnt provide damage like a true dps archetype would. A bard enhances the capabilities of the party, without directly damaging or healing or tanking.

    You're good, I agree with you here. The only real hole is that opposite corners don't touch. You don't have a slide on here for a Bard/tank. Unless you took your map and folded it over a sphere so they wrapped around to each other, and left summer at the core of the sphere.

    I think it would be more accurate if it was just a combination of left/ right sliders, and each slider would just be a combination of 2 roles. My chart would be more accurate if you could augment using each archetype as a secondary instead of just one, since you could go a combination of bard with tank and cleric and be somewhere in the blue still. But, since you can only have one secondary archetype, it is actually much linear. Maybe religious, racial, and other augmentations will push it into the more planar model.

    Oh I was thinking of it more as a plane and the different colored zones were what role you could fill in the party. Then the various class combinations were a scatter plot on it and then depending on how you kit them out would shift your Dot.

    Ya, that was the plan. But as we know right now, a character's plot on the graph has only the option to be on one particular line. If you go DPS/ tank, you can only be on the particular line of DPS/tank. But if you plot the group's composition on a single graph, this could work to see where the strengths of your group lie.

    So a Rogue or a mage start off in the corner of brown. Then you choose tank or bard as a secondary and it slides you closer to the red or blue zones. What I was getting at earlier was with enough of the other effects and choices I want to be able to move my DOT into either the red or blue zone and fulfill those roles for the group. have a rogue bard that is fully into being a stealthy support for his team. Or a mage tank capable of tanking...

    Getting the slide to move between two at once is probably for the best. I think if they made a class that could be tanky, deal good damage, and heal all at once we will get an op class, or in the attempts to Nerf it inline with others it would become bad at all of those things.
    Although I think that your two direction rule could also be broken by using the summoner through the middle. If summoners can summon tank, heal, or DPS minions, you could probably push your character in different directions at once if you tried, although without a focus you'll probably just end up half-assing those things...
    A bard/summoner with DPS and heal pet stuff?... Sounds like it would get messy fast.

    That kind of falls in line with my worries for a tank/cleric. Put enough self healing into a tank and he will be really hard to kill in the wild... 1v1 even with average DPS, he will eventually win the war of attrition...

    It's more of a 'Pyramid'. Four corners on the ground, the Summoner is 'above' at the top, and has to 'choose a direction to come down, or stay up there and only send a minion down when needed'. Everyone else has to go 'up' to get something technically a little closer to the others, but since balance is by Active Skills, it's seeming unlikely that /Summoner will give Bard much DPS from summons (in the form of a DPS minion) compared to others.

    As for your Tank/Cleric worries, assume that Healing usually only works when using an ability that hits the opponent. This isn't enough to do it, but Paladins, even if they are the absolute masters of the Mitigation part of the Janken, won't necessarily be able to kill opponents without risking their own lives.

    Open world PvP, especially 1v1, is going to involve a lot of running away, based on the 'we are not balancing for 1v1' concept. Mitigation class sees most Attrition classes coming? Run. Attrition sees Cooldown based burst damage class coming? Run. Cooldown class sees Mitigation class coming? They'd probably at least test things out before they ran, but most likely, still run.
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  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    Azherae wrote: »
    It's more of a 'Pyramid'. Four corners on the ground, the Summoner is 'above' at the top, and has to 'choose a direction to come down, or stay up there and only send a minion down when needed'. Everyone else has to go 'up' to get something technically a little closer to the others, but since balance is by Active Skills, it's seeming unlikely that /Summoner will give Bard much DPS from summons (in the form of a DPS minion) compared to others.

    They have said that summoned creatures can give you abilities for your action bars, a summoner secondary might be a way to get new abilities outside your primary archtype, in the form of an activated ability from your summons...

    Azherae wrote: »
    As for your Tank/Cleric worries, assume that Healing usually only works when using an ability that hits the opponent. This isn't enough to do it, but Paladins, even if they are the absolute masters of the Mitigation part of the Janken, won't necessarily be able to kill opponents without risking their own lives.

    Open world PvP, especially 1v1, is going to involve a lot of running away, based on the 'we are not balancing for 1v1' concept. Mitigation class sees most Attrition classes coming? Run. Attrition sees Cooldown based burst damage class coming? Run. Cooldown class sees Mitigation class coming? They'd probably at least test things out before they ran, but most likely, still run.

    That's the thing on tank/cleric, it shouldn't fear burst either. It would have the mitigation to survive the burst and the healing to make it sustain. These classes are always hardest to balance imo...

    Although you do bring up another point that makes me curious. How will summoner summons respond to this runaway philosophy you have? Will they stay and fight until I reach a certain distance and then rubber band to me or just disengage and run away with me?
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