Khronus wrote: » Dygz wrote: » Broodwardens can tank. Just don't expect them to out-tank a Tank/x in an 8-person group. This is a terrible way to argue for what we think the class system will be. Can tank....but won't be optimal.....so hopefully someone will invite a broodwarden to the group? Nah, I would instead take a tank. Is there room for the broodwarden though? Nope. I need someone with better dps. How about this mage/fighter? Nope. He is useless when I can bring this mage/mage. The system is set up to have a SHITLOAD of mediocre classes with zero real creativity. Cool, I can now blink to my enemy as a fighter instead of the same speed charge. What changed? The cosmetics? Tank - so I can choose to mitigate damage with my meta tank/tank build or I can lose mitigation to heal some of the lost damage by going tank/cleric. Would the healing be enough to make up for the % damage reductions my tank will have by going tank/tank? Will the summon from tank/summon make up for the lost mitigation? Dygz, you think it's too difficult for the devs to balance a dual class system...but in reality the current system seems like a clusterfuck to design. Try it. Honestly, take some time and try to balance the game with the current system while still maintaining that "most" of the secondary choices will be fun and viable to play. Obviously we won't have 64 viable options but even with half, the system is a failure. The only positive I see here is the fact that PvP will be the largest chunk of the game. The only reason to take a shitty spec'd player is if you are expecting to meet the enemy on the field in which a tank/tank may not be the best option. It may benefit to have a tank/rogue for the pvp aspect but when nobody shows up and we wipe because that tank is not in the best spec it will be an issue. This is not a fun risk vs reward scenario. This is a bad design scenario. On top of that, it won't be just 1 "off spec". It will be a ton of people. A lot of minor negatives becomes a big problem in the overall raid makeup.
Dygz wrote: » Broodwardens can tank. Just don't expect them to out-tank a Tank/x in an 8-person group.
Dygz wrote: » Tank/Mage can also be an Evasion Tank. Py'Rai Tank/x might also be Evasion Tanks. Thieves Guild Tank/x might also be Evasion Tanks. I suppose you could call a Rogue/Tank an evasion tank if you want to but, it does not fit the mindset way better because Rogue/Tank is primarily a Rogue. So what you actually have is a tanky Rogue. .
Azherae wrote: » Khronus wrote: » Dygz wrote: » Broodwardens can tank. Just don't expect them to out-tank a Tank/x in an 8-person group. This is a terrible way to argue for what we think the class system will be. Can tank....but won't be optimal.....so hopefully someone will invite a broodwarden to the group? Nah, I would instead take a tank. Is there room for the broodwarden though? Nope. I need someone with better dps. How about this mage/fighter? Nope. He is useless when I can bring this mage/mage. The system is set up to have a SHITLOAD of mediocre classes with zero real creativity. Cool, I can now blink to my enemy as a fighter instead of the same speed charge. What changed? The cosmetics? Tank - so I can choose to mitigate damage with my meta tank/tank build or I can lose mitigation to heal some of the lost damage by going tank/cleric. Would the healing be enough to make up for the % damage reductions my tank will have by going tank/tank? Will the summon from tank/summon make up for the lost mitigation? Dygz, you think it's too difficult for the devs to balance a dual class system...but in reality the current system seems like a clusterfuck to design. Try it. Honestly, take some time and try to balance the game with the current system while still maintaining that "most" of the secondary choices will be fun and viable to play. Obviously we won't have 64 viable options but even with half, the system is a failure. The only positive I see here is the fact that PvP will be the largest chunk of the game. The only reason to take a shitty spec'd player is if you are expecting to meet the enemy on the field in which a tank/tank may not be the best option. It may benefit to have a tank/rogue for the pvp aspect but when nobody shows up and we wipe because that tank is not in the best spec it will be an issue. This is not a fun risk vs reward scenario. This is a bad design scenario. On top of that, it won't be just 1 "off spec". It will be a ton of people. A lot of minor negatives becomes a big problem in the overall raid makeup. Basically. Even as someone who has literally done this (the taking some time thing), and believe it's possible, there's a massive difference between 'I can get this to work and people can enjoy it' and 'I can get this to work and people will consider things viable'. So if the point is 'hey, play what you want, there's some content for you, just not razor edge content, have fun', then fine. "Shadowmancer Has Entered The Battle!" But if it is 'hey, play what you want, there will be a place where you are viable, maybe even optimal, consistently', then it's relying on something I don't like to see MMOs rely on. "Players who already have friends who will let them experiment or who understand and really trust/synergize with their off-meta specs."
SirChancelot11 wrote: » Azherae wrote: » Khronus wrote: » Dygz wrote: » Broodwardens can tank. Just don't expect them to out-tank a Tank/x in an 8-person group. This is a terrible way to argue for what we think the class system will be. Can tank....but won't be optimal.....so hopefully someone will invite a broodwarden to the group? Nah, I would instead take a tank. Is there room for the broodwarden though? Nope. I need someone with better dps. How about this mage/fighter? Nope. He is useless when I can bring this mage/mage. The system is set up to have a SHITLOAD of mediocre classes with zero real creativity. Cool, I can now blink to my enemy as a fighter instead of the same speed charge. What changed? The cosmetics? Tank - so I can choose to mitigate damage with my meta tank/tank build or I can lose mitigation to heal some of the lost damage by going tank/cleric. Would the healing be enough to make up for the % damage reductions my tank will have by going tank/tank? Will the summon from tank/summon make up for the lost mitigation? Dygz, you think it's too difficult for the devs to balance a dual class system...but in reality the current system seems like a clusterfuck to design. Try it. Honestly, take some time and try to balance the game with the current system while still maintaining that "most" of the secondary choices will be fun and viable to play. Obviously we won't have 64 viable options but even with half, the system is a failure. The only positive I see here is the fact that PvP will be the largest chunk of the game. The only reason to take a shitty spec'd player is if you are expecting to meet the enemy on the field in which a tank/tank may not be the best option. It may benefit to have a tank/rogue for the pvp aspect but when nobody shows up and we wipe because that tank is not in the best spec it will be an issue. This is not a fun risk vs reward scenario. This is a bad design scenario. On top of that, it won't be just 1 "off spec". It will be a ton of people. A lot of minor negatives becomes a big problem in the overall raid makeup. Basically. Even as someone who has literally done this (the taking some time thing), and believe it's possible, there's a massive difference between 'I can get this to work and people can enjoy it' and 'I can get this to work and people will consider things viable'. So if the point is 'hey, play what you want, there's some content for you, just not razor edge content, have fun', then fine. "Shadowmancer Has Entered The Battle!" But if it is 'hey, play what you want, there will be a place where you are viable, maybe even optimal, consistently', then it's relying on something I don't like to see MMOs rely on. "Players who already have friends who will let them experiment or who understand and really trust/synergize with their off-meta specs." What I WANT is for that gap to be closed by skill. This build is 'off meta' so isn't as EASY skill cap wise to to the higher content. But if I live and breathe broodwarden, I want to use skill the gap of fun to viability...
SirChancelot11 wrote: » @maouw @Azherae I would love for some summoners like Necro and broodwarden to do something swarmy (having various zerg/Tyranid monsters would be sweet) But for some, like summoner/mage I could see just one big summon, like a fire/ice/storm/void elemental depending on the school chosen. Summoner/summoner is a good point too. Maybe that will be the weakest summoner secondary because it it's just too neutral. Or turns the summoner character into even more of a support for his pets? Super solo'er?
Azherae wrote: » SirChancelot11 wrote: » Azherae wrote: » Khronus wrote: » Dygz wrote: » Broodwardens can tank. Just don't expect them to out-tank a Tank/x in an 8-person group. This is a terrible way to argue for what we think the class system will be. Can tank....but won't be optimal.....so hopefully someone will invite a broodwarden to the group? Nah, I would instead take a tank. Is there room for the broodwarden though? Nope. I need someone with better dps. How about this mage/fighter? Nope. He is useless when I can bring this mage/mage. The system is set up to have a SHITLOAD of mediocre classes with zero real creativity. Cool, I can now blink to my enemy as a fighter instead of the same speed charge. What changed? The cosmetics? Tank - so I can choose to mitigate damage with my meta tank/tank build or I can lose mitigation to heal some of the lost damage by going tank/cleric. Would the healing be enough to make up for the % damage reductions my tank will have by going tank/tank? Will the summon from tank/summon make up for the lost mitigation? Dygz, you think it's too difficult for the devs to balance a dual class system...but in reality the current system seems like a clusterfuck to design. Try it. Honestly, take some time and try to balance the game with the current system while still maintaining that "most" of the secondary choices will be fun and viable to play. Obviously we won't have 64 viable options but even with half, the system is a failure. The only positive I see here is the fact that PvP will be the largest chunk of the game. The only reason to take a shitty spec'd player is if you are expecting to meet the enemy on the field in which a tank/tank may not be the best option. It may benefit to have a tank/rogue for the pvp aspect but when nobody shows up and we wipe because that tank is not in the best spec it will be an issue. This is not a fun risk vs reward scenario. This is a bad design scenario. On top of that, it won't be just 1 "off spec". It will be a ton of people. A lot of minor negatives becomes a big problem in the overall raid makeup. Basically. Even as someone who has literally done this (the taking some time thing), and believe it's possible, there's a massive difference between 'I can get this to work and people can enjoy it' and 'I can get this to work and people will consider things viable'. So if the point is 'hey, play what you want, there's some content for you, just not razor edge content, have fun', then fine. "Shadowmancer Has Entered The Battle!" But if it is 'hey, play what you want, there will be a place where you are viable, maybe even optimal, consistently', then it's relying on something I don't like to see MMOs rely on. "Players who already have friends who will let them experiment or who understand and really trust/synergize with their off-meta specs." What I WANT is for that gap to be closed by skill. This build is 'off meta' so isn't as EASY skill cap wise to to the higher content. But if I live and breathe broodwarden, I want to use skill the gap of fun to viability... I'm not a fan of this design style personally. 1. Players who can do it treat players who can't do it for whatever reason, fairly dismissively. 2. It does nothing to convince most people that it's viable at all, so players who can do it still have issues with perception. 3. It limits players who want to play as a thing which is only enabled by very high skill, if they don't have it, in ways that are very negative to their experience. Most of the time, if not always, the argument is 'yes I see you can play X at a high level but that just means you would play Y, the meta build, at an even higher level, so by choosing not to do that, you're limiting us'. That said, I do want the gap to be closed by 'group synergy' and 'instinct'. The closer they can get to 'synergy with some subset of groups is a known thing' the better for everyone.
SirChancelot11 wrote: » Azherae wrote: » SirChancelot11 wrote: » Azherae wrote: » Khronus wrote: » Dygz wrote: » Broodwardens can tank. Just don't expect them to out-tank a Tank/x in an 8-person group. This is a terrible way to argue for what we think the class system will be. Can tank....but won't be optimal.....so hopefully someone will invite a broodwarden to the group? Nah, I would instead take a tank. Is there room for the broodwarden though? Nope. I need someone with better dps. How about this mage/fighter? Nope. He is useless when I can bring this mage/mage. The system is set up to have a SHITLOAD of mediocre classes with zero real creativity. Cool, I can now blink to my enemy as a fighter instead of the same speed charge. What changed? The cosmetics? Tank - so I can choose to mitigate damage with my meta tank/tank build or I can lose mitigation to heal some of the lost damage by going tank/cleric. Would the healing be enough to make up for the % damage reductions my tank will have by going tank/tank? Will the summon from tank/summon make up for the lost mitigation? Dygz, you think it's too difficult for the devs to balance a dual class system...but in reality the current system seems like a clusterfuck to design. Try it. Honestly, take some time and try to balance the game with the current system while still maintaining that "most" of the secondary choices will be fun and viable to play. Obviously we won't have 64 viable options but even with half, the system is a failure. The only positive I see here is the fact that PvP will be the largest chunk of the game. The only reason to take a shitty spec'd player is if you are expecting to meet the enemy on the field in which a tank/tank may not be the best option. It may benefit to have a tank/rogue for the pvp aspect but when nobody shows up and we wipe because that tank is not in the best spec it will be an issue. This is not a fun risk vs reward scenario. This is a bad design scenario. On top of that, it won't be just 1 "off spec". It will be a ton of people. A lot of minor negatives becomes a big problem in the overall raid makeup. Basically. Even as someone who has literally done this (the taking some time thing), and believe it's possible, there's a massive difference between 'I can get this to work and people can enjoy it' and 'I can get this to work and people will consider things viable'. So if the point is 'hey, play what you want, there's some content for you, just not razor edge content, have fun', then fine. "Shadowmancer Has Entered The Battle!" But if it is 'hey, play what you want, there will be a place where you are viable, maybe even optimal, consistently', then it's relying on something I don't like to see MMOs rely on. "Players who already have friends who will let them experiment or who understand and really trust/synergize with their off-meta specs." What I WANT is for that gap to be closed by skill. This build is 'off meta' so isn't as EASY skill cap wise to to the higher content. But if I live and breathe broodwarden, I want to use skill the gap of fun to viability... I'm not a fan of this design style personally. 1. Players who can do it treat players who can't do it for whatever reason, fairly dismissively. 2. It does nothing to convince most people that it's viable at all, so players who can do it still have issues with perception. 3. It limits players who want to play as a thing which is only enabled by very high skill, if they don't have it, in ways that are very negative to their experience. Most of the time, if not always, the argument is 'yes I see you can play X at a high level but that just means you would play Y, the meta build, at an even higher level, so by choosing not to do that, you're limiting us'. That said, I do want the gap to be closed by 'group synergy' and 'instinct'. The closer they can get to 'synergy with some subset of groups is a known thing' the better for everyone. You have some really good points there. I guess, though, the opposite end of that spectrum is that all the classes are 'easily playable and no one really wants that. I mean, shifting from fully tab Target to action combat makes it more skill-based than build based. Also some classes are just going to have a higher skill cap than others. Harder to play but more rewarding when you get it right. So we are probably going to end up with that anyways... For example a rogue is harder to use than a fighter, but if you get all the hits in right for the bonus backstab and crit multipliers you can end up doing more damage through that skill difference.
SirChancelot11 wrote: » Noaani wrote: » Dolyem wrote: » Here's a question....What harm would there be to have 1 or 2 different primary classes that */tank as an archetype, and be able to be a viable tank for content? And what harm would there be to allow a tank primary to alter its role by choosing 1 or 2 certain secondary's? Not all, just a few options. Looking forward to hearing everyone's reasoning. There is no harm, that is what a summoner is for. This works because summoners have no primary role - as far as we know. With something like a cleric, ranger or mage though, it would mean they have two defined roles- and would be the only primary class that does. I by no means think that a tank/cleric or cleric/tank should be able to tank AND heal. OR, I've been very clearly saying OR.
Noaani wrote: » Dolyem wrote: » Here's a question....What harm would there be to have 1 or 2 different primary classes that */tank as an archetype, and be able to be a viable tank for content? And what harm would there be to allow a tank primary to alter its role by choosing 1 or 2 certain secondary's? Not all, just a few options. Looking forward to hearing everyone's reasoning. There is no harm, that is what a summoner is for. This works because summoners have no primary role - as far as we know. With something like a cleric, ranger or mage though, it would mean they have two defined roles- and would be the only primary class that does.
Dolyem wrote: » Here's a question....What harm would there be to have 1 or 2 different primary classes that */tank as an archetype, and be able to be a viable tank for content? And what harm would there be to allow a tank primary to alter its role by choosing 1 or 2 certain secondary's? Not all, just a few options. Looking forward to hearing everyone's reasoning.
Sathrago wrote: » If the idea is that summoners can fill in where they are needed they will be required to actually be able to fulfill the role. until they change this way of describing summoners this is how I will interpret it.
Noaani wrote: » If a cleric/tank can tank content, then that character has access to two roles.
Khronus wrote: » Noaani wrote: » If a cleric/tank can tank content, then that character has access to two roles. I posted a thread about having every class be allowed to spec into at least 2 of the 4 primary roles and it didn't get very far unfortunately. Being able to fill 2 primary roles will give every single player the chance to breath every once in a while when not wanting to fulfill their "primary" role. It also opens the opportunity for more unique group compsitions. I don't see how this could possibly hurt the game in any way and balancing it would be the same effort as balancing any version of 64 classes.
Khronus wrote: » This is a terrible way to argue for what we think the class system will be. Can tank....but won't be optimal.....so hopefully someone will invite a broodwarden to the group? Nah, I would instead take a tank. Is there room for the broodwarden though? Nope. I need someone with better dps. How about this mage/fighter? Nope. He is useless when I can bring this mage/mage. The system is set up to have a SHITLOAD of mediocre classes with zero real creativity.
Khronus wrote: » Cool, I can now blink to my enemy as a fighter instead of the same speed charge. What changed? The cosmetics?
Khronus wrote: » Tank - so I can choose to mitigate damage with my meta tank/tank build or I can lose mitigation to heal some of the lost damage by going tank/cleric. Would the healing be enough to make up for the % damage reductions my tank will have by going tank/tank? Will the summon from tank/summon make up for the lost mitigation?
Khronus wrote: » Dygz, you think it's too difficult for the devs to balance a dual class system...but in reality the current system seems like a clusterfuck to design. Try it. Honestly, take some time and try to balance the game with the current system while still maintaining that "most" of the secondary choices will be fun and viable to play. Obviously we won't have 64 viable options but even with half, the system is a failure.
Khronus wrote: » The only positive I see here is the fact that PvP will be the largest chunk of the game. The only reason to take a shitty spec'd player is if you are expecting to meet the enemy on the field in which a tank/tank may not be the best option. It may benefit to have a tank/rogue for the pvp aspect but when nobody shows up and we wipe because that tank is not in the best spec it will be an issue. This is not a fun risk vs reward scenario. This is a bad design scenario. On top of that, it won't be just 1 "off spec". It will be a ton of people. A lot of minor negatives becomes a big problem in the overall raid makeup.
Noaani wrote: » . While some groups may find that they occasionally can't find one of each class, that is where the summoner seems to me to fit in. Groups will try their best to get one of each class in to the group, but if it fails, a summoner can fill in that missing role if it is a tank or healer, or can just be DPS if both are present. If all classes can be two roles, the point (as I see it) of summoners is essentially lost. They seem to be trading having a primary role for being the one class that can perform multiple roles when the specific situation calls for it. In order for that trade off to be worth it, that situation needs to come up - as in, there needs to be times when the summoner tanking or healing the group is the only option available to said group.
JustVine wrote: » Can we both agree that creating a class for the sole purpose of 'being the last resort' is a bad design for any class?
Atama wrote: » JustVine wrote: » Can we both agree that creating a class for the sole purpose of 'being the last resort' is a bad design for any class? Personally I like the idea that as a Summoner I would always have a role to play. I can't say how many times I've been in a group (not a LFG group but a group where people are manually filling roles by asking who is available), and you just need a tank or a healer or another DPS or something along those lines then you can go. Let's say you need a minimum of 4 for content (total hypothetical) and need at minimum a tank, a healer, and a couple of DPS, if I could heal or tank or do DPS (enough for that content at least) I am the most important person in that group. Because at that point you can probably get that team ready ten times faster than you would if you needed just one more role that you can't find. They aren't going to care if you aren't the best healer ever, or the best tank ever, or if you can do the most damage. They're not going to be picky. They want to get it done. That's how PUGs usually are. That doesn't mean I'm guaranteed to play a Summoner. I haven't seen it in-game and I might hate it. But I really like the idea of it. And I'd worry that maybe being "second- or third-best at everything" seems like it might keep you from participating in end-game content where you really need to have everyone at their peak to succeed, I just remember that one of the core design goals is for every archetype to bring something unique, so while I have no idea what that will be for Summoners I'm sure they will in some way be attractive to bring along if not absolutely necessary.
JustVine wrote: » Noaani wrote: » . While some groups may find that they occasionally can't find one of each class, that is where the summoner seems to me to fit in. Groups will try their best to get one of each class in to the group, but if it fails, a summoner can fill in that missing role if it is a tank or healer, or can just be DPS if both are present. If all classes can be two roles, the point (as I see it) of summoners is essentially lost. They seem to be trading having a primary role for being the one class that can perform multiple roles when the specific situation calls for it. In order for that trade off to be worth it, that situation needs to come up - as in, there needs to be times when the summoner tanking or healing the group is the only option available to said group. Can we both agree that creating a class for the sole purpose of 'being the last resort' is a bad design for any class?
Elo wrote: » In a way, it might be more interesting if class x/x (tank/tank, mage/mage, etc) was not an option, forcing you to diversify. Not gonna happen, but just pondering...