Ironhope wrote: » Atama wrote: » That character will always be a ranged magical damage dealer, and that will always be your contribution to a group, that will always be your strength, that will always be your focus. Even if you're a battle-mage?
Atama wrote: » That character will always be a ranged magical damage dealer, and that will always be your contribution to a group, that will always be your strength, that will always be your focus.
Atama wrote: » Ironhope wrote: » Atama wrote: » That character will always be a ranged magical damage dealer, and that will always be your contribution to a group, that will always be your strength, that will always be your focus. Even if you're a battle-mage? You’ll never stop being a Mage. A Battle Mage would likely get some options to change some of their ranged damage spells to do physical damage instead, maybe a fireball turns into a spiked ball that causes an enemy to bleed rather than burn. That’s in line with the few examples Steven has given us for augments. I’m really excited to see what options we’ll have!
Dygz wrote: » There's nothing stopping anyone from trying to get their x/Tank to be as close to main Tank as possible.
Dygz wrote: » The debate -as is- doesn't really "help" the devs. .
Dygz wrote: » I'm not aware of Rogue/x being able to create illusions. We can expect a Rogue augment school that includes Stealth augments.
Dygz wrote: » Seems likely one of the four Rogue augment schools will include movement-related augments. Speed bonus and resistance to roots/slows will probably fall under Primary Archetype Passive Skills. I don't understand why you try to set up an either/or since each Secondary Archetype comes with 4 schools of augments. A player could focus on augments from one school or could use augments from multiple schools. Expect x/Rogue to have Stealth augments and Root/Snare augments from different schools.
TrUSivraj wrote: » Battlemages don't necessarily equal > Physical magic user. I certainly expect fighter/mage (spellsword) to have a few magic abilities with their weapon, but you can just as easily see a mage/fighter (battlemage) simply get alot more spammable abilities (similar to battlemages in LoL like syndra or ryze). We could look at the official fireball skill, and say with the theoretical fighter augment school of ferocity, the battlemage could cast multiple fireballs in succession with a half second interval that deal less dmg per hit but more damage per second, turning this specific mage into more of a fast-paced "magic dps" than a big hitting caster mage. On top of that, I could see this mage having more "aggressive" spell augments that allow them to dish out more aoe cc at the cost of high dmg from that aoe cc. Lets say an archemage has meteor storm with the theoretical mage augment school of sorcery to summon 2x the meteors your current rank allows (6 at rank 1, 8 at rank 2 and 10 at rank 3), each dealing less dmg with a smaller hitbox after the first 3-5 meteors based on rank. The battlemage with meteor and the theoretical fighter augment school of ferocity could instead create an orb of 3-5 meteor spheres around them. Every time you cast 3 fireballs/spells, one of the 3-5 spheres around you fades and summons a half-sized meteor at the enemy's location that dmgs and slows them, giving you a bit of that "stick & chase" effect that fighters will excel at, but with an added condition of dealing dmg first.
Atama wrote: » You’ll never stop being a Mage. A Battle Mage would likely get some options to change some of their ranged damage spells to do physical damage instead, maybe a fireball turns into a spiked ball that causes an enemy to bleed rather than burn. That’s in line with the few examples Steven has given us for augments. I’m really excited to see what options we’ll have!
Ironhope wrote: » Dygz wrote: » There's nothing stopping anyone from trying to get their x/Tank to be as close to main Tank as possible. It not working at all is what would stop people. The game having a colossal amount of customization is a big selling point, but if at the end of the day 99% are memes/dead specs, a large number of people are going to feel scammed.
Noaani wrote: » A mage/tank is not going to be the main tank for a group running a dungeon.
Noaani wrote: » A tank/mage is not going to be a DPS for a group running a dungeon. You seem to think this makes them dead specs.
Ironhope wrote: » For the sake of discussion, how do you know how requirements for every dungeon-like instance in the game will look?
Noaani wrote: » In a game where developers say "When you pick your primary class, that is your role", my expectation for the content in that game is to maintain this.
Noaani wrote: » The above statement doesn't work at all if the content then hands other primary classes the need to tank.
Noaani wrote: » Doing this would be odd.
Noaani wrote: » yet you keep ignoring direct developer comments about the game as a whole, the class system as a whole.
Noaani wrote: » The class system as a whole is based around the idea that the choice you make as your primary class actually matters.
Noaani wrote: » If your primary class allows you to tank, or to DPS, or to heal - based purely on your secondary class choice - then that initial choice of primary class doesn't *ACTUALLY* matter. Not in a mechanical sense.
Ironhope wrote: » Noaani wrote: » A mage/tank is not going to be the main tank for a group running a dungeon. For the sake of discussion, how do you know how requirements for every dungeon-like instance in the game will look? Maybe for some dungeons the only ones capable of holding aggro will be mage/tanks. Maybe we're going to look at hot potato mechanics where a large number of resilient players are required to take turns in tanking the boss for short meriods and dps/tanks will be the only way to survive the boss while doing damage. Maybe mage/tanks will be the only type of tank-ish players who will have the mobility to consistently survive boss mechanics/enviromental hazards. I'd like to see diversity like that in the game's dungeons. Noaani wrote: » A tank/mage is not going to be a DPS for a group running a dungeon. You seem to think this makes them dead specs. I don't. By a ''class'' being dead I mean that players in general avoid that class because there's no reason to play it as it is underperforming in general compared to others. I just gave several examples where a mage/tank for example wouldn't be as resilient as a tank/anything but would still be viable.
Ironhope wrote: » They also say that you won't be branded by your role.
The genre not only needs well done stuff, it does not only need fresh stuff, it needs a lot of well done fresh stuff.
Azherae wrote: » You're arguing consistently with players who outright don't understand the 'degree' to which you are making the point, and that's why this keeps circling.
Azherae wrote: » And as you know from before, the thing is, it's entirely possible that those players are right.
Azherae wrote: » The real reason I'm pointing all this out to you is because I know a lot of people who agree with you, but can't be bothered to address it until we have more clarity from the head honcho himself.
Azherae wrote: » Can I as a favor then, ask you to discontinue this? I can't offer you much in return, but I'd appreciate it a lot. Even if it seems like it'll be worse if you don't say anything because the 'pure logic' stance will just dominate discourse, it seems more effective to let threads like these flatten out, until later.
Ironhope wrote: » I do my best to explain things best I can and with the previous examples I think I did very much explain things clearly.
Nerror wrote: » Intrepid has changed the game based on player feedback and desires already, so I think it's completely fair to come with feedback and desires for Ashes here. In fact, they are repeatedly asking for us to do just that.
Caww wrote: » It's hard to avoid the meta/trinity/min-max game play formulas even if you try. Being a PvX game there maybe a new twist to player roles but time will tell. Overly complicated types for the sake of diversity only dilutes core game play and limits everyone else's understanding of what each player brings to the group/guild.
Noaani wrote: » Nerror wrote: » Intrepid has changed the game based on player feedback and desires already, so I think it's completely fair to come with feedback and desires for Ashes here. In fact, they are repeatedly asking for us to do just that. What would you say the biggest change they have made to the game based on feedback is? A spell animation?