Dygz wrote: » You only succumb to the meta if you want to. You don't have to use the Most Efficient Tactics Available, you just need to have a viable build and, by design, any Primary Archetype is viable for its primary role. Augments give many different ways to succeed. And one objective META isn't really even a thing in Ashes because it all depends on how the individuals in any group synergize their builds and tactics.
Dygz wrote: » You can succumb to peer pressure if you choose to, sure. I already said that.
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: » 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.
Ironhope wrote: » 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. Does anyone remember the vanilla warrior which everyone believed to be underpowered and everyone was asking for buffs, until some guy made a video proving the warriors are in fact overpowered and soon after nerfs were thrown? Yeah, the dev community interraction is a big part of the equation. No doubts about it. Sometimes it will be the community's fault, despite good design, indeed. However, such cases will be less common. 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. Well yeah its the devs job to stimulate, to give the players good challenges and the tools to solve, to overcome those challenges. And sometimes, there just isn't any reason to have a meta. PvP is an example. Give a dps class, for example, a build that gives it bursty damage but trash sustained damage, one which gives it great sustain but trash burst, one where he does decent burst decent sustain but now supresses healing taken or silences with auto-attacks. Theres a lot of potential with talent trees always and if you put enough thinking into them they can become pretty fun. 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.. I'm 100% one of those guys. Saw ''templar'' and was sold the next moment. Fact is tho, when they put such big names (templar, paladin, necromancer, warlock, shaman, beastmaster, etc) on the table, they better walk the walk in terms of development and deliver something actually fitting of the name. The real problem will be, in my opinion, picking their class based on name and finding out it doesn't fit the gameplay role/theme role they would expect. The templars for example were dps priests in real life. They didn't try to save your soul, they lead an epic charge to crush your sould in battle. Things don't look very rosey for the AoC templar meanwhile. I really hope it won't be a classic retribution paladin v2.0. Thats why I believe character customization (talents, gear, node and organization/religion affiliation, tattoes, etc) should count for more than base class choice.
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..
JustVine wrote: » Dygz wrote: » You only succumb to the meta if you want to. You don't have to use the Most Efficient Tactics Available, you just need to have a viable build and, by design, any Primary Archetype is viable for its primary role. Augments give many different ways to succeed. And one objective META isn't really even a thing in Ashes because it all depends on how the individuals in any group synergize their builds and tactics. This is the principle under which I think you are misguided.https://youtu.be/fbyIYXEu-nQ (long but is the sort of thing I think you'd enjoy watching if you have the time.) When there starts to be optimal answers (ie staying in your role) peer pressure snowballs really quickly. The way game design can avoid this is by carefully measuring the tradeoff for choices they want to 'be valid' and backing that with statistical fact. They need to be sure it is clear that it is both intentional by the dev and intend to be playable that way. Do you understand me better as to why I would worry about people perceiving the intention by Intrepid to not be: The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[21] – Steven Sharif And instead be 'your role is never meant to be anything other than the role you chose'?
bloodprophet wrote: » JustVine wrote: » Dygz wrote: » You only succumb to the meta if you want to. You don't have to use the Most Efficient Tactics Available, you just need to have a viable build and, by design, any Primary Archetype is viable for its primary role. Augments give many different ways to succeed. And one objective META isn't really even a thing in Ashes because it all depends on how the individuals in any group synergize their builds and tactics. This is the principle under which I think you are misguided.https://youtu.be/fbyIYXEu-nQ (long but is the sort of thing I think you'd enjoy watching if you have the time.) When there starts to be optimal answers (ie staying in your role) peer pressure snowballs really quickly. The way game design can avoid this is by carefully measuring the tradeoff for choices they want to 'be valid' and backing that with statistical fact. They need to be sure it is clear that it is both intentional by the dev and intend to be playable that way. Do you understand me better as to why I would worry about people perceiving the intention by Intrepid to not be: The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle.[21] – Steven Sharif And instead be 'your role is never meant to be anything other than the role you chose'? I see your point and completely disagree. But to each their own. Roles should be important need people on offense and defense both to make the team work and perform properly.
bloodprophet wrote: » Second question is also unknown. But why would they have to?
bloodprophet wrote: » What if what you think a templar should be doesn't match up with what Intrepid thinks a Templar is?
bloodprophet wrote: » Does that mean they failed as a company?
bloodprophet wrote: » Or is this just you projecting what you think it should be?
bloodprophet wrote: » Bet if we asked a hundred people to define what a Templar should be in AOC you would get almost as many different answers.
bloodprophet wrote: » What people think a class has to be and what it will be might very different.
Dygz wrote: » Seems very likely that Templars can be Clerics with DPS burst damage augments.
Vaknar wrote: » I personally don't mind taking a hit in damage output if it means I can then have more support abilities!
JustVine wrote: » So let me ask you a different question. How likely do you think it is to need every single class in order to do difficult pve. And how likely do you think it is for friend groups to actually play one of each?
JustVine wrote: » If every role is strictly neccessary because roles are inflexible, you need one of each. Team synergy only works a few preset ways.
JustVine wrote: » If you don't but you still need at least one of each, the need to team up is not lessened just because the fighter can help support by giving regen on hit and maybe some soft cc resist buff to allys and the cleric built cc and/or burst damage as a result of the fighter taking that regen and cc resist.
JustVine wrote: » Team still required, but more likely to have a flexible and unique group rather than 'not getting to play with all your friends because two of them want to play cleric or tank or fighter or rogue or bard. 'If Ashes can't deliver on that I am not gong to a solo game. I'm going to FFXI.