George Black wrote: » Give X/tank the ability to tank most content and nobody will want to invite a tank in a pve or pvp group. They bring nothing to the table besides tanking. Might as well do away with the class concept in mmorpgs. Just "play as you want" crap. How would you like it if all X/healers could heal the group, X/mages,rangers could dps for the group etc etc? X/Summoners could summon any pet-like object you want and be summoners. X/Rogues could be good assassins. .......
SirChancelot11 wrote: » Yes it would play different than a primary archetype tank because it's a summoner not a tank. I am saying it would be a different play style for tanking as in trinity role. (Again this is why I feel it's silly to be called tank, it leads to confusion) Yes a subclass by choosing broodwarden instead of shadowmancer my subclass works different. Now my line up of summonable minions kits me out for filling the Trinity role of tank INSTEAD of DPS. A broodwarden would deal less damage than all of the other summoner subclasses because it has better survivability ... And then if I pump all of my upgrade points for skills into tanky stuff instead of damage again, I'm building my summoner to be a tank instead of a damage dealer. Not a dual-class? Just a tank.
Noaani wrote: » George Black wrote: » Off tanking.. go nuts In almost 20 years of playing MMO's, most of it at the top end, I have never once had a dedicated off tank for any PvE content. I'm convinced this is only something people do when they don't trust their tank.
George Black wrote: » Off tanking.. go nuts
daveywavey wrote: » Noaani wrote: » George Black wrote: » Off tanking.. go nuts In almost 20 years of playing MMO's, most of it at the top end, I have never once had a dedicated off tank for any PvE content. I'm convinced this is only something people do when they don't trust their tank. I remember one particular boss encounter where there were two bosses, and if they got too close to each other, then they'd do MASSIVE damage, so the tank took one to one side, and the off-tank took one to the other. Was no point bringing two tanks, cos you didn't need a second tank for the rest of the raid. Off-tanks have their uses!
Dygz wrote: » A Primary Archetype Tank always main tanks because that's is what their Active Skills do. A Primary Archetype Tank will not be a glass canon because their Active Skills provide Damage Mitigation. They will be able to gain some "canon" effects from Mage augments. I don't know what you mean by "damage" skills since Secondary Archetypes do not provide skills. The only skills a Primary Archetype Tank has are Tank skills - unless you want to include Weapon Skills.
Noaani wrote: » IMO, tank/* and Summoner/tank should be the only viable options to tank any content. Within that, tank/tank should be perfectly viable on all content, while each other tank has content/situations it is good in, and content/situations it is just not suited to.
Percimes wrote: » My worries are that tanks/x and cleric/x will be essential to every grouping scenarios and who cares about the rest of the group members' classes. It means both these classes will always be in shortage, which means pick up groups are much harder to form, which means people have to resort to soloing. Yes yes, get friends, get into a guild, roll these classes, yada yada... All personal solutions, not global ones, and not as effective as you believe. There will be archetypes that are judged by the players as less desirable/useful. Not useless, but whether you have one or not in your group won't impact the fights that much. A working formula/meta will develop and they simply won't be at the core of it. In raid or world boss, sure. In "normal" content, nah. And then there will be these two blessed classes that no one can live without. Somehow, only them can perform their divine roles, none other can replace them at that, but that doesn't mean they can't do some dps on their own. Oh no! We can't let them cloistered into their roles, they are allowed to do damage. But no one else can tank. Or heal.
SirChancelot11 wrote: » Do you just willfully ignore or legitimately not understand what people say. A tank/mage would be tougher than a fighter/mage. Making him more of a magic melee DPS bruiser than a magic melee DPS glass Cannon, because he can take some hits. Because as you point out his base skills add damage mitigation. But on the skill trees if I put more points into the mage secondary effect of augment of fire damage and big explosions on impact I'm going to deal more damage and be less tanky than if I put my skill points into my primary archetype activated abilities like the charge that adds the damage mitigation. Again I'm trading to deal more damage than have survivability.
SirChancelot11 wrote: » The reason I would use the tank over the fighter for my primary art type is because he is tougher and I like the skill set that his primary archetype brings to use.
SirChancelot11 wrote: » All I'm advocating for here is flexibility for the players to build their classes how they choose. And that includes the guy that wants to make a rogue/tank and go all in on Dodge, Parry, evasion tanking. If you don't like that don't play with him, just like any other system in the game that they're going to be building if you're not a fan of that, just ignore it.
SirChancelot11 wrote: » I personally feel like it would be better for there to be different tank (role) playstyles than just the tank(archetype) playstyle.
SirChancelot11 wrote: » This could go either way though and we have no idea because we have no idea what any tank secondary augments do for a primary activated ability. So again, I just feel this route would be healthier for the game.
Noaani wrote: » Percimes wrote: » My worries are that tanks/x and cleric/x will be essential to every grouping scenarios and who cares about the rest of the group members' classes. It means both these classes will always be in shortage, which means pick up groups are much harder to form, which means people have to resort to soloing. Yes yes, get friends, get into a guild, roll these classes, yada yada... All personal solutions, not global ones, and not as effective as you believe. There will be archetypes that are judged by the players as less desirable/useful. Not useless, but whether you have one or not in your group won't impact the fights that much. A working formula/meta will develop and they simply won't be at the core of it. In raid or world boss, sure. In "normal" content, nah. And then there will be these two blessed classes that no one can live without. Somehow, only them can perform their divine roles, none other can replace them at that, but that doesn't mean they can't do some dps on their own. Oh no! We can't let them cloistered into their roles, they are allowed to do damage. But no one else can tank. Or heal. Compare Ashes to a game like WoW. In WoW, you had groups of 5 players. In that five players, you had a tank, a healer and 3 DPS. In Ashes, we have groups of 8. Still one tank and one healer, but that leaves 6 other spots in the group. This means the game will get by just fine with a lower ratio or tanks and healers to other classes than other games can manage. Honestly, if anything, I am concerned that the game will have more tanks and healers than is needed - not too few.
Melofeign wrote: » I come from a perspective that I enjoy a variety of roles, and prefer to be able to fill a hole that the party has. If I go Tank (my favourite role) and don't have an offspec or a job or whatever can make me serviceable in another role, I don't enjoy it as much because if I have another Tank friend, we won't do some content together because you only need one per group. Alts can help with some of this, but with the slow travel that may not be viable either. So if there are options to be viable, not necessarily top, at other jobs by swapping up your secondary, that will make me happy. If there isn't, then I'll have to make a decision on what role I prefer to play, and then base my social network around that role. If I go cleric and I want to do pve content, I will need tank friends. If I chose tank, the reverse. I would just feel bad not being able to do something because we didn't have the right toons available, even though we have the players.
CROW3 wrote: » Dygz wrote: » But, by design, Primary Archetype Tank is main tank. You can have a whole bunch of other off-tanks. That’s how I would expect this to work as well. A lot of solid off tanks, but one core main tank.
Dygz wrote: » But, by design, Primary Archetype Tank is main tank. You can have a whole bunch of other off-tanks.
Percimes wrote: » My worries are that tanks/x and cleric/x will be essential to every grouping scenarios and who cares about the rest of the group members' classes. It means both these classes will always be in shortage, which means pick up groups are much harder to form, which means people have to resort to soloing. Yes yes, get friends, get into a guild, roll these classes, yada yada... All personal solutions, not global ones, and not as effective as you believe.
bloodprophet wrote: » Good question. Let's change it a little to gain perspective. Should the Summoner be the end all be all best Summoner or should any /Summoner be able to also have the ability to have access to all the best summons? If the answer is yes then they need to get rid of the archetype system all together and allow everybody to be whatever they want at all times. If the answer is no. That all archetypes should be good and strong in their own way. Then why should tank not follow this same logic? One of the big draws for me was the idea they were getting back to the idea of community and working together by making each archetype special and different. Not the same rehashing of homogenization of everyone can do everything or everyone is DPS with a self heal and rez. Every archetype should be the best at what they do. The augments blurring the lines so players can customize their build as they choose I think is a good idea. But it should not go sooooo far that the primary archetype has become irrelevant.
bloodprophet wrote: » Seems to many people are still thinking they will get skills from their secondary archetype. Not gonna happen. Each archetype will also get a couple special abilities as Atama said:https://www.youtube.com/watch?v=6vHCXFo4j1Qhttps://www.youtube.com/watch?v=miNthlJqkOc Older videos showing the base design and intent. The tanks wall skill for example will only be a tank ability. It will allow them to control the battle field better. We haven't seen the other archetype abilities yet and I think in one of the live stream/interviews with Steven around this time he hinted at a couple but gave no solid answer as they weren't sure what they were going to do.