RocketFarmer wrote: » I happen to have a tremendous appreciation for a well thought out, well designed class. I just hope that Intrepid isn’t setting themselves up for failure with their approach on class design. I will not be surprised at all if they decide to pull back and rethink this or at least acknowledge they have a significant amount of work to produce 64 meaningful classes.
Dygz wrote: » Changes may be made, but the devs are not going to be balancing the secondaries to be on par with the primaries.
RocketFarmer wrote: » Sounds to me that functionally, If you want to tank, then roll tank. Then later on you could add some flavor with an augment, but that would not really be a different class. We will have to see if the augments are worth the time or not.
RocketFarmer wrote: » . The idea of using a matrix during the early stages of concept phase is to have one axis cover the role you want players to have and the other represent how they do it. So for instance the role is tank. One “how to” option is meat shield with some CC via taunts. Another might be by using magic or summoned creatures. Yet another may be a wider variety of CC from range, not necessarily magic. And let’s say a fourth is the unseen attacker using maneuvers and avoidance that can reposition opponents into positions more favorable to a party and less favorable for the target.
ThexBlackxKnight wrote: » 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. He really likes to beat people over the head with notebook a of dev design plans like its a bible in multiple posts when people talk about changes in the game they would like to see , then play semantics when people counter his arguments. Truth is if a lot of players are not happy with the tanking options , the devs will make changes.
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.
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)
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.
ThexBlackxKnight wrote: » You don't know what the final build of the game will even be before launch , it could be that way or be very different then what you expected. Most of Steven's design plans have not even been tested by players yet. Devs are making the game for the players , not for themselves.
Dygz wrote: » Yeah... you can think that if you want to. That only goes so far. You get to think the world is flat if you want to, too.