Dygz wrote: » And it's 8 classes of Tank with the same abilities - not the exact same abilities because those same abilities will be augmented differently. But combat role is balanced around the abilities; not the augments.
ThexBlackxKnight wrote: » You don't know what combat will end looking like at launch , none of us do, as it is going through a lot changes already. Just because Steven has a design idea doesn't mean it won't change and he already shown that he willing to change things.
Dygz wrote: » But, we do know what the design is. And that's all we can meaningfully discuss. With your logic, we may as well discuss Ashes combat as if it will be exactly like WoW combat. Again, willing to change fundamentals at this point really means Steven is willing for the game to vaporware.
Biccus wrote: » This is the bit I’m talking about. The x augments from tank/x need to really change the abilities a lot or it won’t feel like 8 tanks, it’ll just feel like 1 and that’s what I worry about. So for example take resounding smash from tank. Tank/rogue removes the secondary hit and creates a smoke cloud that increases dodge chance. Tank/ranger makes it a ranged ability Tank/cleric again removes the second hit but puts down a healing patch on their location Tank/mage makes it a larger radius and adds an elemental debuff . Tank/fighter removes the initial hit but gives it a gap closer. I mean augments that feels like actually change in the abilities.
Dygz wrote: » I covered several things in one post. If the shoe doesn't fit don't wear it...if you don't mind.
Dygz wrote: » you can't use abilities from other Archetypes.
Yuyukoyay wrote: » Summoner is excluded from the augment only penalty as their secondary archetype influences the class of their summons to some extent. So how they turn out is completely unknown, but if any class can be a main tank as a secondary archtype. It will be them.
Biccus wrote: » Yuyukoyay wrote: » Summoner is excluded from the augment only penalty as their secondary archetype influences the class of their summons to some extent. So how they turn out is completely unknown, but if any class can be a main tank as a secondary archtype. It will be them. It'll take a lot of micro management to main tank with a pet. looking at the recent boss vids, I'm not sure how they'd do main tanking when I'm seeing mechanics that need active avoidance. (like that jumping mechanic)
Biccus wrote: » You really didn’t. You misquoted me and you just won’t admit to it. Unless it was intentional.
Biccus wrote: » I don’t know if you just can’t comprehend other people arguments but again.. I didn’t say anything about being given other archetype abilities, this is you trying to twist my words AGAIN. What I want to see is the abilities being changed to incorporate the augmenting classes identity so it feels like almost like a hybrid of the 2 classes. How can you argue that there will be 8 different play styles and then say the abilities of the 8 play styles are all identical.
Yuyukoyay wrote: » Summoner is excluded from the augment only penalty as their secondary archetype influences the class of their summons to some extent.
So how they turn out is completely unknown, but if any class can be a main tank as a secondary archetype. It will be them.
Dygz wrote: » Biccus wrote: » This is the bit I’m talking about. The x augments from tank/x need to really change the abilities a lot or it won’t feel like 8 tanks, it’ll just feel like 1 and that’s what I worry about. So for example take resounding smash from tank. Tank/rogue removes the secondary hit and creates a smoke cloud that increases dodge chance. Tank/ranger makes it a ranged ability Tank/cleric again removes the second hit but puts down a healing patch on their location Tank/mage makes it a larger radius and adds an elemental debuff . Tank/fighter removes the initial hit but gives it a gap closer. I mean augments that feels like actually change in the abilities. "Really change" and "feels like actually change" are subjective. The devs are are balancing the 8 versions of Primary Tank to make sure they can all main tank because the role of a Primary Archetype Tank is to primarily tank.[They are not going to balance the game such that a Primary Archetype Cleric can primarily tank because the primary role of a Primary Archetype Cleric is not tank. A Cleric/Tank does Celric stuff primarily, with a bit of tanking. I understand that you wish it would be different, but just because you wish something does not mean that's the way it will be. Your wish is not what the game design actually is.
Biccus wrote: » Clearly I was right.. It's all semantics with you as usual. I'm sure many people could read the examples I put in and understood what sort of changes I was implying I would like to see.. Not get hung up on the words real and actual. I'm sure adding a healing AoE to a ground slam (to most people) is a "real" and "actual" change to the ability.
ThexBlackxKnight wrote: » Truth is if a lot of players are not happy with the tanking options , the devs will make changes.