George_Black wrote: » Here is what matters. If the ability selection of, lets say fighter, consists of more magic weapons appearing out of nowhere, fighter players will not play the class. If the same dislike issue occurs on other classes, people will not play them.
George_Black wrote: » But your brain cant follow that. You are here to say "the sun rises from the east, the water boils at 100°, 2+2=4" and other facts that everybody knows. In other words, you are just stating obvious things. When however you give us your personal desires and insights, without a fail, you make me shake my head or facepalm.
George_Black wrote: » "Cleric has a spear, fighter has a hammer" Rly Dygz? Is that what we should accept for the ID of our classes? That there is a distinction since one has a golden spear and the other has a golden hammer. Im not going to sit here at take that from you. Not even the Devs. When A2 drops there will be many discussions about weapon and class satisfaction. Dont be there to derail the topics. Go roleplay with your alts of various background stories.
Scarbeus wrote: » From the Wiki: "Even pure melee players will use mana to manipulate The Essence for their extraordinary abilities" Essence is the magic that flows through the world of Verra and everything in it. I understand why you don't want any magic in what you see as a purely physical class, but this is a different game. It makes sense in it's lore that all classes, regardless of of what you have chosen for them to at least have some minimal magical ability.
ChaIk wrote: » Even with that lore, there's still ways to make certain classes feel more physical. For example, a fighter using an AoE might use magic to enhance his strength and durability, allowing him to stomp hard enough to shatter the ground and send out visible shockwaves. That way the magic element is still there -- he's still channeling essence to do something superhuman, it's just presented in a more visceral way. I think this gives the best of both worlds. It lets fighters, tanks, rangers, and all the other more grounded classes keep their distinct identity, while also not trampling all over what makes casters feel unique.
George_Black wrote: » If the hammer ends up being a BiS fighter ability it will hurt the class.
George_Black wrote: » Is anyone else seeing this?
Dygz wrote: » ChaIk wrote: » Even with that lore, there's still ways to make certain classes feel more physical. For example, a fighter using an AoE might use magic to enhance his strength and durability, allowing him to stomp hard enough to shatter the ground and send out visible shockwaves. That way the magic element is still there -- he's still channeling essence to do something superhuman, it's just presented in a more visceral way. I think this gives the best of both worlds. It lets fighters, tanks, rangers, and all the other more grounded classes keep their distinct identity, while also not trampling all over what makes casters feel unique. I don't know what you mean by "more physical". We can expect the four Martial Archetypes to feel more Physical than the four Arcane Archetypes. I don't know why a Weapon Master using magic to enhance Strength would be "more viceral" than a Weapon Master using an Active Skill to conjure a battle hammer. Have you somehow determined that "Hammer Strike" does not or cannot deal Physical damage rather than Magical damage?
Dolyem wrote: » Dygz wrote: » ChaIk wrote: » Even with that lore, there's still ways to make certain classes feel more physical. For example, a fighter using an AoE might use magic to enhance his strength and durability, allowing him to stomp hard enough to shatter the ground and send out visible shockwaves. That way the magic element is still there -- he's still channeling essence to do something superhuman, it's just presented in a more visceral way. I think this gives the best of both worlds. It lets fighters, tanks, rangers, and all the other more grounded classes keep their distinct identity, while also not trampling all over what makes casters feel unique. I don't know what you mean by "more physical". We can expect the four Martial Archetypes to feel more Physical than the four Arcane Archetypes. I don't know why a Weapon Master using magic to enhance Strength would be "more viceral" than a Weapon Master using an Active Skill to conjure a battle hammer. Have you somehow determined that "Hammer Strike" does not or cannot deal Physical damage rather than Magical damage? It has more to do with the theme and aesthetics. I'd say a majority of players who play fighter don't care much for magic ability. So they want it to stay true to the class identity and use next to no magic in their skillset and rely almost exclusively on physical ability, martial prowess, and brute strength
Dolyem wrote: » It has more to do with the theme and aesthetics. I'd say a majority of players who play fighter don't care much for magic ability. So they want it to stay true to the class identity and use next to no magic in their skillset and rely almost exclusively on physical ability, martial prowess, and brute strength
Dygz wrote: » Dolyem wrote: » It has more to do with the theme and aesthetics. I'd say a majority of players who play fighter don't care much for magic ability. So they want it to stay true to the class identity and use next to no magic in their skillset and rely almost exclusively on physical ability, martial prowess, and brute strength Well, if they don't like that one Active Skill, they can choose not to use it. Weapon Master conjuring a weapon is true to the identity. Where does it state that the Fighter identity uses next to no magic. And why does one magical ability not fit the concept of "next to no magic"? Isn't 1 literally next to 0?
Neurath wrote: » Have you seen the tank skill reveal video? It was mostly magic. I suspect the fighter is the exact same because the devs love high fantasy. Not just high fantasy, but, fanciful high fantasy like a spinning in the air fireball caster (Mage). Thus, if the fighter has one magical ability, its pretty safe to bet that the fighter will have more than one magical ability. Its too bad the devs haven't released the fighter skills in a video because we must critique the fighter from a basic attack/weapon attack video which means the feedback on the hammer gets swept under the carpet.
Dolyem wrote: » If that ability is useless then that'd make sense. But if that ability is key to gameplay then you have to use it to be viable. It'd be just as simple to make a ground slam ability rather than a giant glowing hammer appearing out of thin air. And most core fighter classes in MMO's and even tabletop games are exclusively non-magical. Not a rule, it's just what people expect.
Dolyem wrote: » And most core fighter classes in MMO's and even tabletop games are exclusively non-magical. Not a rule, it's just what people expect.
Weapon_Master wrote: » Obviously we do not have a choice in the matter. One magical looking skill wouldnt be the end of the world if the rest was true to how we view the archetype as fighter players. Yes we can not use the ability and any other abilities that may end up looking magical. That is silly, it's simple, if the fighter doesnt play like how i'd imagine a fighter. I would probably play rogue. And if the rogue didnt have any hiding options or cheeky stuns or poisons playing roguelike you know what i'd do? Not play rogue and i'd go try summoner, and on and on.
Weapon_Master wrote: » You are free to disagree but you don't seem to have a vision of how a fighter should playout yourself, you just keep stating over and over again. 'This is not a normal fighter this is ashes fighter!! If you dont like it dont use it!!' Well we don't really like it, that is the whole reason we are here discussing it.