Dygz wrote: » Uh. No. It's Tank/x that will make viable tanks.
Dygz wrote: » bloodprophet wrote: » Not enough information on this yet. But there is a lot of speculation about how the augments will work. Tank/tank will be the tankiest tank that ever tanked. But a lot of people think we will see other */tank classes be viable. Though to say at this point till we see the augment system and how far it can be used to"blur" the lines. Uh. No. It's Tank/x that will make viable tanks. x/Tank probably will not be able to main tank sufficiently because they won't have Tank abilities; only Tank augments.
bloodprophet wrote: » Not enough information on this yet. But there is a lot of speculation about how the augments will work. Tank/tank will be the tankiest tank that ever tanked. But a lot of people think we will see other */tank classes be viable. Though to say at this point till we see the augment system and how far it can be used to"blur" the lines.
Dygz wrote: » You don't have to reduce the damage of an ability while increasing a defensive stat to make a class tankier.
Dygz wrote: » Significantly changing abilities does not mean the Primary combat role changes. How that Primary combat role is played will change significantly.
Saedu wrote: » Flavor only augments are not going to do much to actually change your class playstyle.
Saedu wrote: » The problem is more than just the number of "viable tanks". I am a player that likes to tank, dps, and heal. I also like to do it competitvly so i need something that is both fun for my playstyle, but also viable for end game. I don't want to be a liability or sub par for my team. I don't expect to do more than one of these roles at a time, but I require the ability to change between them (perhaps only in towns of people feel there is a need to limit the changing (guess what, there isn't, but I'm willing to compromise) What single class do I pick in AoC for my main? If @Dygz has his version of AoC the answer is I don't play AoC. I don't like that answer. I'm not asking for anything that is overpowered (I can only do one role at a time). I'm not doing anything that impacts other people's play (you can still choose the role you want). Dygz... do you hate me? . Why push for a subpar game when this system could be better? I don't think you realize it, but I think this decision could literally alienate millions of players (and therefore less funding for IS to make more content for you so it negatively impacts you). Don't start that "maybe this game isn't for you elitist attitude either." I have a lot of interest in this game, but I see risks like this one where the wrong game decisions could alienate a lot of really great people and not bring any actual benefit to the game. I recommend archtype impacts your playstyle through what your core abilities actually are. It also drives your initial role in the lower levels. Augments should be powerful enough to modify your abilities to a degree that could change your role through buffs/debuffs. This would give the game so much more. This is true meaningful choice. Oh and don't answer "alts" to my question about what class to play. I will do alts anyways, but there isn't the same time dedication for an alt vs a main. This game also doesn't look like it is going to be very alt friendly given how grindy it sounds like it may be. That's a separate problem of course.
Blasco wrote: » Having tank as a secondary will probably only be good for PvP. If you're a DPS and you need a tank secondary to survive PvE encounters, you're probably standing in the fire too much. I can't imagine any optimized PvE DPS build including the tank secondary.
SirChancelot11 wrote: » If you interpret those two quotes to mean what you're saying I don't feel like augments are going to change the tank class very much. have you found any examples of how secondary augments will affect the activated abilities of the tank archetype?
RocketFarmer wrote: » I think tank in PVP will have to rely more on stuns, interrupts, and CC versus hate/taunt because players don’t follow hate/taunts. An option might be a taunt that’s a debuff on a target that attacks someone other than the tank. But the opponent still has a choice on who they attack.
RocketFarmer wrote: » I get the feeling they know that tank may be a little overpowered until they put in the diminishing returns for some of their abilities. I know a lot of people who would rather quit a game or just avoid PVP than go through an endless stun chain where they are essentially helpless. That can take the player skill out of PVP pretty quickly. So they may also need some good counters to get the player skill back. That said I am sure there will be some tank killer builds to counter a lot of this. With the whole rock, paper, scissors thing. Anyone know of the contender yet?