Dygz wrote: » There are 8 Tank/x and 8 x/Tank. That = 16.
Dygz wrote: » Steven says all 8 versions of Tank/x will be viable. That is the goal. It's not impossible that an individual player could cobble together an x/Tank that could main tank - but that is not a dev goal. And, I dunno how happy the group would be that an x/Tank is trying to main tank rather than do whatever their Primary role is.
Neurath wrote: » The Cleric is DPS/Heal more than Heal. The Tank is Tank/DPS more than Tank. Of course, the numbers can be tweaked due to tests but the overall flavour is already present. Tank is also full of Hard CCs which will be changed according to tests. It is not a case of Tanking in isolation, you would build the tank to generate Higher Threat (either through higher threat generation or higher DPS). Most players do not want Tank/Heal/DPS all rolled into one toon. When WoW did this they lost millions of players. It is possible IS will give us two different skill sets which can toggle between but if they don't then you would have to play your primary role. If you are against a Tank which has to Tank why are you picking Tank as your main?
Neurath wrote: » You are talking about completely different skill trees. You could amalgamate the three skill trees but you would be abysmal at all three roles. I do not believe there will be separate skill trees for Heal, Tank and DPS on each toon. The toons will have a standard set of skills which you augment and select based on preference. You will also have weapon skills which will translate to another additional spec but there won't be healing staves like ESO. 64 Classes x 3 Skill Trees would be 192 Skill Trees with no differentiation between Primary Roles because all classes will have the same roles. There is no risk/reward in such a circumstance.
Neurath wrote: » I don't believe x/tank will be able to tank. Only tank/x will be able to tank.
Saedu wrote: » It doesn't have to be done through skill trees. It could be done through some augments that have highly impactful changes. Some augments might just increase something by a moderate amount (e.g adds a fire damage dot to the ability). Others might bring trade-offs to the ability (e.g. reduce the damage of the ability by 50%, but create a buff that reduces damage taken for 12 seconds by 30%... i.e. a meaningful choice). Choice of weapons could further impact the role specialization. E.g. equipping a shield makes you more tanky at the cost of dps. WoW did this early on with its talent system. They evolved it into role selection first and then a smaller set if talents. Both systems worked well and have their pros/cons. I don't think AoC should do it through the talents. I think AoC should do it through augments + weapons + armor. This would make a very exciting system with lots of anti-meta meaningful choice (and the fun of continuously trying out different things. This is way more exciting/engaging than making the single Archtype once at the start. It also gives increased flexibility long term and more playability over time).
Neurath wrote: » I do believe Tank/Cleric will be a strong tank but I do not think Cleric/Tank will be a good tank, it will still be considered a healer.