Atama 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. I haven't heard it discussed for some time but I do remember Stephen saying that each class (sorry, "archetype", meh) will have a unique ability that it will bring to a party. I think I recall a video showing a cleric using an ability to cleanse poison gas out of a cave. So if nothing else, there will be that system which could potentially make any role important. Personally, my expectation is that there will be certain content, like dungeons, where having a certain archetype-specific ability will either make it a lot easier, or provide bonus content (maybe both). For example, if you need a Rogue to bypass traps to take a side corridor, then that lets you skip a really tedious slog through the main corridor filled with swarms of annoying mobs. Or a Bard's lore ability lets you read a magic tome that reveals a treasure that gives bonus materials to the party. (Those abilities and scenarios are total hypotheticals; I have no idea what they will actually do. That stuff hasn't been in Alpha.)
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.
So that covers half of the archetypes (Tank, Cleric, Summoner, Bard). The other 4 archetypes are primary damage dealers.
All that is to say that it looks like Intrepid wants there to be value with each archetype. I don't anticipate a situation where a Fighter will be turned down because the group already has a Ranger; I am sure the Fighter will have something to provide that the Ranger doesn't, and will be wanted. I do think there's a chance that a group with a Fighter won't want another one due to redundancy. Augments may make a difference though. We'll have to see.
Dolyem wrote: » Maybe a Fighter/tank allows for a more mobile Tank that has kiting potential. A summoner tank simply has minions that can do the tanking for them(an assumption seeing as nobody knows what this class has in its arsenal yet).
Dygz wrote: » Dolyem wrote: » Maybe a Fighter/tank allows for a more mobile Tank that has kiting potential. A summoner tank simply has minions that can do the tanking for them(an assumption seeing as nobody knows what this class has in its arsenal yet). A Fighter/Tank allows for a more tanky Fighter.
Dolyem wrote: » Dygz wrote: » Dolyem wrote: » Maybe a Fighter/tank allows for a more mobile Tank that has kiting potential. A summoner tank simply has minions that can do the tanking for them(an assumption seeing as nobody knows what this class has in its arsenal yet). A Fighter/Tank allows for a more tanky Fighter. Yes...thats what I said... in other words a fighter with potential to tank.
bigepeen wrote: » Dolyem wrote: » Dygz wrote: » Dolyem wrote: » Maybe a Fighter/tank allows for a more mobile Tank that has kiting potential. A summoner tank simply has minions that can do the tanking for them(an assumption seeing as nobody knows what this class has in its arsenal yet). A Fighter/Tank allows for a more tanky Fighter. Yes...thats what I said... in other words a fighter with potential to tank. So in order from most to least tanky: Tank/Tank -> Tank/Fighter -> Fighter/Tank
Dolyem wrote: » Yes...thats what I said... in other words a fighter with potential to tank.
Dygz wrote: » 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. This is the first mention of the word "tough" on this page, so I dunno why you're trying to front that anything has been discussed about "tough" before.
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.
Dygz wrote: » I don't know what you mean by skill trees. Tank/Mage only has Tank skills. You can put points into the Elemental School augments and add those onto your Tank skills, sure. But, that does not make your Tank "less tanky". It makes your Tank more Elemental. The Tank skills that provide Damage Mitigation will also deal Elemental damage. You aren't trading anything. You are augmenting the Tank skills that you have.
Dygz wrote: » Glass canon is a Mage Primary Archetype. Of course, a Tank Primary Archetype is not going to be a glass canon. Also, a Fighter Primary Archetype will not be a glass canon. A Mage/Tank who focuses on Damage Mitigation also will not be a glass canon and a Mage/Cleric who focuses on Life School augments also won't be a glass canon.
Dygz wrote: » 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. A Tank/Mage will probably be tougher than a Fighter/Mage because a Tank will most likely have more damage mitigation than a Fighter. I don't know where you think I said that wouldn't be the case. Again, I don't know why you mention this as something you would individually do. Sure. You can choose Tank as your primary because that will very likely have the most damage mitigation.
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.
Dygz wrote: » 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. Well, a Rogue/Tank is already going to be going "all in" on Dodge, Parry, Evasion...because that's what their Active Skills do. They will be able to add some Threat and Damage Mitigation to their Rogue skills. They will be a tanky Rogue. If what you want is a roguey Tank, you choose Tank/Rogue and add Rogue augments to your Tank skills. Evasion Tank is a Tank/Rogue. Could also be a Tank/Mage. Doesn't matter what I like - I'm just sharing the game design.
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.
Dygz wrote: » SirChancelot11 wrote: » I personally feel like it would be better for there to be different tank (role) playstyles than just the tank(archetype) playstyle. I don't know what you mean by "just the tank (archetype) playstyle". There is not only one type of Tank (archetype) playstyle.
SirChancelot11 wrote: » I personally feel like it would be better for there to be different tank (role) playstyles than just the tank(archetype) playstyle.
Dygz wrote: » There are at least 8 different Primary Tank playstyles. More than that because each Secondary Archetype has 4 Schools of augments. So even 4 Spellshields could have 4 distinct playstyles. And there are also augments from Social Orgs, Religions, Races and Nodes.
Dygz wrote: » 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. We do have an idea of what Tank augments will do for a primary skill. Most likely, there will be Tank augments from a Threat School and there will be augments from a Damage Mitigation School. Along with two other Schools associated with Tanks. You can't know if something is healthier if you don't understand the design.
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.
Dygz wrote: » Most likely
SirChancelot11 wrote: » This is what I'm saying, if they don't open it up and give more options for various archetype combinations to fill Trinity role positions and they are going to end up with a very defined meta of required classes and a game where the developers have said they want to avoid a meta from existing at all. Every party will need a tank and cleric and then however many else of whatever the eff else because it doesn't matter.
Dygz wrote: » Dolyem wrote: » Yes...thats what I said... in other words a fighter with potential to tank. A Fighter/Tank can off-tank but will not replace the need for a Primary Archetype Tank in an 8-person group.
Dolyem wrote: » Dygz wrote: » Dolyem wrote: » Yes...thats what I said... in other words a fighter with potential to tank. A Fighter/Tank can off-tank but will not replace the need for a Primary Archetype Tank in an 8-person group. Well why shouldn't they both fill the need for a tank? Tank/tank can be the meta, but fighter/tank could work fine in the absence of the tank/tank class. To be honest I can see people running many group compositions to get around that very thing since finding dedicated tanks in many MMO's seems to be difficult as a majority of players play dps classes. Maybe Tank/Tank should be the MOST viable at tanking, but that doesn't mean it should be the ONLY viable tanking class.
George Black wrote: » Mate if a tank/x can do what tank/tank does, without fear of failure, why would anyone choose a tank/tank when a tank/healer or a tank/bard or a tank/mage can offer more?
George Black wrote: » Dolyem wrote: » Dygz wrote: » Dolyem wrote: » Yes...thats what I said... in other words a fighter with potential to tank. A Fighter/Tank can off-tank but will not replace the need for a Primary Archetype Tank in an 8-person group. Well why shouldn't they both fill the need for a tank? Tank/tank can be the meta, but fighter/tank could work fine in the absence of the tank/tank class. To be honest I can see people running many group compositions to get around that very thing since finding dedicated tanks in many MMO's seems to be difficult as a majority of players play dps classes. Maybe Tank/Tank should be the MOST viable at tanking, but that doesn't mean it should be the ONLY viable tanking class. Mate if a tank/x can do what tank/tank does, without fear of failure, why would anyone choose a tank/tank when a tank/healer or a tank/bard or a tank/mage can offer more?
Dolyem wrote: » Well why shouldn't they both fill the need for a tank? Tank/tank can be the meta, but fighter/tank could work fine in the absence of the tank/tank class. To be honest I can see people running many group compositions to get around that very thing since finding dedicated tanks in many MMO's seems to be difficult as a majority of players play dps classes. Maybe Tank/Tank should be the MOST viable at tanking, but that doesn't mean it should be the ONLY viable tanking class.