Ventharien wrote: » 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. The problem is, what you are really asking here is, Intrepid, please make my choices not matter. You are asking to do everything, whether or not you are doing them at the same time. Why look for any particular class, when you can do any? And it does heavily impact other peoples play, especially in our current discussion of roles within a group. (Side note: If this is a request you need, the Summoner has already been tapped as a jack of all trades)
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.
Ventharien wrote: » In a post after this one, you reference WoW, which throughout it's releases dumbed itself down again, and again and again. They homogenized the classes down to some classes tank, some classes heal some classes dps, and some classes mix. WHICH class you use is almost irrelevant, beyond the tuning that puts one or 2 to the 'meta' for a patch cycle. Having classes not feel unique is not a positive.
Ventharien wrote: » As to whether or not augments will just provide flavor, i agree if the augment just makes the sparkles i make have a different color, or get a special animation, i would be dissappointed. I don't think this will be the case. But i also don't think you'll be able to change your role. otherwise, If a tank/rogue and rogue/tank can both survive an encounter, and the rogue/tank does more damage, why would you ever pick the Tank/Rogue? And if Rogue/Tank can't survive an encounter they have failed in their most basic role as a tank. Adding tank should just give you survivability options, maybe you feel rogue is just not working in the big knock down drag out field battles, or just not to your liking, so you add some beef.
Dygz wrote: » I know what you believe. I'm just making sure people understand that is not the game design and is not a dev goal. I'm not destroying anyone's fun. My decisions cannot ruin the game for others since i'm not the one implementing features and mechanics Saedu wrote: » Flavor only augments are not going to do much to actually change your class playstyle. According to the game design, that is false. We'll have to see how well the devs are able to implement the design.https://youtu.be/ndtjwBxhwtw?t=2180 The active skills stem from your base archetype. So from a design standpoint, even though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes. ––– Steven We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are 64 different versions of... radically different classes. There are eight archetypes that have the same chassis but then they have different augments put on top of that to change the performance of that chassis....to make a car analogy. ––– Jeffrey Bard
Saedu wrote: » Flavor only augments are not going to do much to actually change your class playstyle.
Dygz wrote: » 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? I know you don't.https://www.youtube.com/watch?v=ZnoHtzaQeMs&t=3071s"When you pick Cleric as a secondary class, two of the augments (Schools) are Life and Death. Choosing Life augments, on certain skills, will have the ability to both potentially impact others to a degree, and give them life-giving benefits, to a degree through you skills, and also provide healing benefits to yourself through your skills, as well. So any class that's going to choose Cleric as a secondary class will have the ability to pick from those augments (Schools) to influence their skills to affect the Life of others around you and yourself. It (augments) changes the primary abilities to some degree. And that degree depends on the augment that is applied to it. So, yes, you only get active skills from your primary class and that ability could look totally different after the augment is applied. It really depends on what the augment is." ---Stevenhttps://discord.com/channels/256164085366915072/256164085366915072/739365922246098987"Some cleric augments applied to certain skills will indirectly provide the ability to heal others. These will not replace the need for a cleric archetype." ---Stevenhttps://www.youtube.com/watch?v=x55xkOprpUo&t=9616s"We have our eight base archetypes; and the trinity is a pretty strong influence with regards to the eight base classes. However the area in which we actually begin to play with that line between the trinity is in the secondary classes that you can pick. That's where we begin to blend those spaces and allow people a little bit of influence over their role and whether or not they fit perfectly within a particular category within the trinity." ---Steven
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?
Saedu wrote: » radically change can mean quite a bit here. They don't explicitly state it couldn't be role changing. the "primary focus on base archtype" could be considered the playstyle of the class as you still have the same core abilities, they are however "radically changed" by some augments (and potentially less so by others). This could give good player choice to what degree you want to change your role... do you want to go fully into another role? or do you want to be more of a jack of two roles, master of none?
Azherae wrote: » I find that you all are still arguing in a binary way for something that involves 'degrees'.
Azherae wrote: » What I can say is that I feel like you're not adequately communicating that type of thing, or you're 'arguing with people who might not be understanding what you meant, without reminding them of that'.
For example, you say it's a matter of degrees, that they can off tank, but what is your definition of that? If an X/Tank goes into a dungeon full of bears and raptors, and for whatever reason their build is good at tanking bears and raptors, then you might just not need a Tank/X for that content.
At that point, some would argue that the Augments have changed the character enough for it to be 'A tank'. Depends on if you define tank as 'can tank most things, not just bears and raptors'.
When someone hears 'you can probably offtank' they don't necessarily hear what they want to hear, even if what they want to hear is a thing you can do in the game. You have specifically communicated before, these things, but your communication style once you feel you need to clarify something is generally 'using the design spec' which is bad for people who are concerned because they can't read between the lines of everything and were apprehensive about the design spec in the first place.
As one experienced developer to another, therefore... can you tone it down a bit with that? Whenever you post a set of quotes, it starts the whole thing over precisely because the language used is exactly the original language that causes the friction, and the nuance is not necessarily easy for everyone.
That's what caused me to say that it had no determined merit. If someone is 'concerned that they won't get what they want' because the quotes from Steven and Jeff were unclear, mild rewording explanations don't help?
I think I'll stand by that concept. The question of whether or not you're actually doing that or I'm just triggered, is a different matter.
Ventharien wrote: » I mean tanking skill is usually just a combo of encounter knowledge, ability uptime awareness, spatial awareness and healer knowledge. Ashes will add pvp knowledge to that bunch. Maintaining aggro is almost never hard especially in more casual systems, staying alive through the following hits can be though hahaha
Ventharien wrote: » But it's also doubtfull you'd as tank be the target of the pvp in this situation either way. Groups tend to form around bosses in roughly concentric circles, Healers on the outermost area. They'd most likely be the high prize other groups would be hunting for.