wherediditrun wrote: » I appended my previous response with an addition: I.e what's the point of burst damage, if we are fighting the boss. And game design does not offer some mechanics around the boss to provide burst windows? Not that as a concept it does not exist, but it's not something the team build their strategy around. Unless you can provide me with a few examples to prove that it isn't as exotic and rare case as I see it. Imagine this, boss is invulenrable unless you work with your team via some environment mechanic to expose the boss to damage in short windows. All while adds are pouring in so the regular dps has something to do in trying to out kill rather than out tank. While be burst must work with who ever is working on exposure mechanic on the moment to sync their nukes? How many raids / dungeons you know of which uses it as a winning condition?
In battle, when a Weapon Skill is used on an enemy, the target is typically struck with an elemental "resonance" that can result in a Skillchain if a proper subsequent Weapon Skill is used, resulting in additional damage for the subsequent Weapon Skill. Skillchains, in turn, leave the target with another type of resonance that temporarily enables Magic Bursts to be performed, a method for increasing the power and accuracy of offensive magic. Mage spells (including Blue Mage with the use of Burst Affinity), Ninjutsu, magical Blood Pacts, and Songs can be used at the end of a skillchain to increase damage and accuracy of their magic attacks. This action is called a Magic Burst (MB). In order to create a Magic Burst, the element of the spell must match one of the elements of the Skillchain that precedes it. After approximately 3 seconds after the Weapon Skill that closes the skillchain, there is an approximate 5 second window in which appropriate spells must finish casting in order to produce Magic Bursts.
wherediditrun wrote: » One one hand strain is put, and when it comes to blunt number balance by pushing the slider slightly. On the other hand entire thing devolves into chaos. That's exactly the same thing I was talking about. You're talked differences do not occupy same spot of importance like having a role of a healer or tank. My argument is that they SHOULD. Given that we have 8 folk parties.
Atama wrote: » Luckily there is no such thing as a “pure support” and never has been. That idea is some weird ridiculous fantasy.
Atama wrote: » Yeah in my guild I played with for years, our best tank in WoW was a bear form Druid. It was solid. And it was easier than playing a protection Warrior, which was more of a "pure" tank. I say this as someone who did a lot of Warrior tanking back in the day.
Wyborn wrote: » It seems like, when Wow came out, the druids were a support class. A jack of all trades. They were able to do everthing just not as good as the straight tanks, healers, or dps. The apparently someone with some pull started playing a druid and presto you get druids doing everything just as good if not better than the other classes. Hybrid class overcompensation.
Percimes wrote: » If you people want classes to equal roles, skip the specialization options. Make it as it was in old EQ. All warriors had the same skill set. All rangers had the same spells and skills. The only variations between two characters was how they were equipped, and the decision of the players.
JustVine wrote: » Percimes wrote: » If you people want classes to equal roles, skip the specialization options. Make it as it was in old EQ. All warriors had the same skill set. All rangers had the same spells and skills. The only variations between two characters was how they were equipped, and the decision of the players. Which of course in modern gaming would be a death sentence for an mmo. People want freedom of expression and rigid class systems are antithetical to that. If people want rigid class roles we should just go full fighting game mmo. But the same people for rigid class systems seem to also usually not argue for fair and proper balance mechanics 'because ot guess against Intrepifld's starred plans'. I wonder why
JustVine wrote: » Percimes wrote: » If you people want classes to equal roles, skip the specialization options. Make it as it was in old EQ. All warriors had the same skill set. All rangers had the same spells and skills. The only variations between two characters was how they were equipped, and the decision of the players. Which of course in modern gaming would be a death sentence for an mmo. People want freedom of expression and rigid class systems are antithetical to that. If people want rigid class roles we should just go full fighting game mmo. But the same people for rigid class systems seem to also usually not argue for fair and proper balance mechanics 'because it goes against Intrepid's stated plans'. I wonder why
Percimes wrote: » Hehe, and yet people express their freedom of choice by all spec'ing into the same few optimal ways. And so a meta is born.
Ironhope wrote: » Percimes wrote: » Hehe, and yet people express their freedom of choice by all spec'ing into the same few optimal ways. And so a meta is born. Then the dev has failed to crate multiple viable paths or reasons to take those paths.
Percimes wrote: » I wouldn't be that harsh on the devs. Some paths become more trodden because they, for no particular reason, were popular early on and the player base found workarounds that would not have been necessary if the other paths had also flourished.
Percimes wrote: » Get many people picking a certain class and it can influence how the game is played. At some point, it can become the default way to approach encounters and, through laziness for adaptability or shortage of available alternatives (from player choices), only a few paths are left.
Percimes wrote: » Not saying the reasons were completely random, but it could simply be due to a class being picked for its aesthetic, common when there are race/class restrictions, or how loaded with pop culture it's name is. You say "paladin" and many people turn their head and put a hand up..
Ironhope wrote: » And sometimes, there just isn't any reason to have a meta. PvP is an example.
Atama wrote: » Ironhope wrote: » And sometimes, there just isn't any reason to have a meta. PvP is an example. I think that's something we all need to remember. As we talk about classes and roles and builds and question the utility of them, it seems like the discussions always revolve around how useful they would be in a group doing PvE. For example, it's asked why someone would ever roll a Tank who isn't a Tank/Tank if that is objectively the best kind of tank in the game. But we seem to skip over the PvP side of the game which is important. Maybe a Bard/Tank is going to have trouble fitting into a group, but that might be an unstoppable combo in PvP. (Just a random example based on nothing.) Maybe hybrids will struggle to succeed in a PvE raid but are kings of PvP. We really can't know at this point.
beaushinkle wrote: » I don't think it makes much sense to be okay with designs that relegate subclasses to "this is the PVP focused spec" or "this is the pve spec" unless it's trivial to switch between them.