NiKr wrote: » Creating a game-enforced meta is bad imo (even if I prefer it). And considering that anyone can use any weapon in Ashes, how would you even choose what "the right" weapon for a class is, when making such a set. In other words, just put in some good dial variety into gear and let players decide how they wanna craft their shit.
Wendigo_Actual wrote: » flat out its the only logical way to do things that makes it so you dont let everyone become walking gods who can heal, dps, and tank like it was nothing or did you want this game to become the same boring as solo player rpg fest that all other 'mmo'rpgs are today?
NiKr wrote: » Wendigo_Actual wrote: » flat out its the only logical way to do things that makes it so you dont let everyone become walking gods who can heal, dps, and tank like it was nothing or did you want this game to become the same boring as solo player rpg fest that all other 'mmo'rpgs are today? This is already controlled through archetype design. A fighter doesn't have direct healing abilities, so if there's a healing set (that's accessible to everyone) - a cleric with that set will be way more valuable than a random fighter with healing augments. To me, every class wearing the same shit is the exact boring solo playerness that you mention, because it's the only optimal way to play that class, so everyone looks the exact same. I'd prefer if pve and pvp were built around abilities rather than sets. Both of them can obviously be tuned around upper and lower limits of gear power, but if a mob has an aoe debuff of "incoming healing of victims reduced by 100" and a fighter with the best healing gear and augments heals for 105hp per their best skill - that class will still be shit in that encounter.
Wendigo_Actual wrote: » like before you respond again i want you to explain what a eso set is so i at least know you arent still idiotically thinking that im saying that WEAPON AND ARMOR TYPES are what should be locked to specific classes and that its the effects of gear that should be class locked...........
daveywavey wrote: » Simple option here, guys
daveywavey wrote: » Simple option here, guys:
Noaani wrote: » In a game like Ashes, a character that has taken fighter/healer should be fairly similar to someone that has taken healer/fighter. Not the same, but similar. On the other hand, someone that has taken fighter/mage should be almost nothing like either of the other two classes, and a mage/fighter should be even further from them
Spif wrote: » 1) We've heard from the devs that a fighter/cleric is going to be a fighter first, then have cleric augments that modify fighter abilities. A cleric/fighter will have cleric abilities augmented to be "fighter-ish". They should be very different in playstyle, and be fairly far apart in capabilities. IE, a cleric/fighter can group-heal an 8-man. A fighter/cleric cannot.
If I'm a fighter/cleric and want to lean a little harder into healing, why wouldn't I be able to pick item/set bonus that help me do that? I'll lose damage by picking a healing set rather than a crit (or resource regen) set. That's fine. That's player choice.