Azherae wrote: » I personally don't see Rogue's main role in a group as 'Damage', but according to Dygz that's what it is.
Dygz wrote: » Oh, no. I am not trying to heal any negativity towards the systems. I'm just sharing what the devs have said about the game design. Share your interpretations of the dev quotes - share counter dev quotes. And then we will see whose interpretation was more accurate once the game launches.
Azherae wrote: » Lemme get weirdly philosophical, then, @pyreal . Lots of people who play specific classes in games, do so because of their psychology. Pretty obvious, right? You can use it to predict them with fairly high accuracy, even down to the way they talk and the way they make their points. So we've got Dygz, a Cleric/Rogue who constantly tries to 'heal' any negativity toward the systems by just 'casting healing as fast as possible' and then 'evading or ignoring anyone else's perspective'. Me, who could be described as doing the same, honestly, no need to be charitable there. And you, a High Priest who doesn't even do the evading. You're just also 'casting heal as powerfully as possible'. I actually responded to you before thinking you were a Bard, that's what I misremembered, so I 'moved to disrupt your song' and expected 'the Bard reaction'. But you're not a Bard. So your response is, in my mind, just the 'instinctive heal-shield cast on a person you perceive to be under attack without justification'. This is so consistent across people that I subtly joke about it, or can predict what class someone plays from the way they argue quite often. The only thing surprising about your post is that you bothered to make it. Of course the 'Holy Priest who doesn't even care about using a mace' has the response of 'a straightforward, no frills system in which we challenge ourselves not through freedom, but through refinement of our constraints'. It's almost Roleplaying levels, and I have to constantly remind myself that just because data allows people to be predicted does not make the people less real. But Dygz doesn't really need your heals, and it mostly just won't work. The Templar will swing their weapon with 'righteous fury' against the complacency, the Tank will shield from the dogma, the Shadow Disciple will undermine the responses with redirection and control, and if it all gets too silly, I'm sure I can find the right thing to say to make the 'Samurai' show up and spend a whole page trying to line up the perfect cut by walking Dygz into a position where evading is no longer possible. Honestly, I sometimes wish reality wasn't like this, it causes me to suffer from low-grade solipsism. Even this post is intended to elicit a specific reaction that fits my models. Were you 'healing yourself'? Because the way you did it has a lot of signs of that, but your other option was 'Protector', which comes through pretty well in the 'backup with vague snipe but don't make any strong point'. Good shot, but I 'dodge' well. Or maybe I'm wrong about all of this, after all, what kind of person believes that you can break down someone's entire philosophy based on a class choice in an MMO, right? But even if I'm crazy, I'm completely unable to see your post in any other light. Spend enough time crunching data trends, and anything that matches your models becomes just an abstraction. Something you just gloss over while looking for outliers. Surprise me.
Azherae wrote: » Don't you think so?
bloodprophet wrote: » Less important by how much? I think they should matter but not as much as the primary archetype. Even add together they should be no more then 30% of the classes over all power and ability.
bloodprophet wrote: » It was a response to this post. Your have been throwing around the Hybrid thing since the start. Have you not? If you go watch the videos I linked with Kevin Jordan and look at what the WoW developer said about hybrids it will make more sense.
Ironhope wrote: » In PvP too I think it would be cool to have guys who can actaully front-line (mitigate all that damage and keep going) so pvp off-tank, while still being relevant in the front-line (I mean, if they deal no damage it doesn't really matter if they're there or not...).
SirChancelot11 wrote: » Ironhope wrote: » In PvP too I think it would be cool to have guys who can actaully front-line (mitigate all that damage and keep going) so pvp off-tank, while still being relevant in the front-line (I mean, if they deal no damage it doesn't really matter if they're there or not...). If it's PvP your supposed to be killing people. So if I'm trading damage output for defense you aren't doing damage you're tanking. Why wouldn't you just want more tanks in your group then instead of an off tank. I guess that's why I don't understand the concept of an off tank with this character build system. If you need someone to tank something for whatever content and tank/X is going to be better than any X/tank at tanking. Then why would I want a take an X/tank in my group rather than get a second tank/X to tank? If you've got seven of eight people in your group(one of everything except for fighter, no fighters online right now) and you need someone for this off tank position. Then two more people asked to join a sentinel and a warden, ranger/tank and a tank/ranger. Sure the ranger/tank MIGHT be able to get the job done but we know that the tank/ranger WILL be able to get the job done... I don't see groups ever choosing the 'maybe' option.
SirChancelot11 wrote: » If it's PvP your supposed to be killing people.
SirChancelot11 wrote: » So if I'm trading damage output for defense you aren't doing damage you're tanking.
SirChancelot11 wrote: » Why wouldn't you just want more tanks in your group then instead of an off tank.
SirChancelot11 wrote: » I guess that's why I don't understand the concept of an off tank with this character build system. If you need someone to tank something for whatever content and tank/X is going to be better than any X/tank at tanking. Then why would I want a take an X/tank in my group rather than get a second tank/X to tank?
Percimes wrote: » To add to Azherae post. Holding attention, generating threat or aggro, whatever you want to call it, is artificial for tanks. That's why it only work in PvE because to mobs AI has to have a targeting priority. And that's why it translate poorly in PvP. I understand the draw to play the guardian or protector type, the defensive builds, but to make sense in a global context it needs to have something else than threat generation at its core. As an aside, I'd like to know my class now. Damn you! hehe
Dygz wrote: » In general, you don't accept an x/Tank because you need an x/Tank. You accept the x/Tank because you need the Primary Archetype's primary role. You might make some adjustments for how that specific individual plays their Primary Archetype.What we want the Fighter to do is to be able to cut through enemy lines, get to the support area of a raid perhaps and take out healers with some quick DPS burst damage. We want them to be masters of different weapons. We want them to be able to be versatile in whether or not they want to be a ranged fighter or melee one. It's going to be up to the player. –- Steven Sharif In PvE, the Fighter/Tank might choose to take out the NPC Clerics by using Threat augments to focus the NPC Healers on her/himself. In PvP, the Fighter/Tank might choose to take out the PC Mages by using Damage Mitigation augments to soak the Mages' burst damage. Secondary role is secondary. I don't know why that is so difficult to understand.
JustVine wrote: » .
Azherae wrote: » Honestly, I sometimes wish reality wasn't like this, it causes me to suffer from low-grade solipsism. Even this post is intended to elicit a specific reaction that fits my models.
SirChancelot11 wrote: » Holyshiet... You really are missing it... I really don't know how to break it down Barney style for you anymore than that you're still not understanding the question I'm asking... Go read my post again but slower and then answer the actual scenario...
Dygz wrote: » You choose a Ranger/Tank when you need a Ranger/x. x/Tank is just the way that player likes to play Ranger/x.
Azherae wrote: » It's not hard to understand, we just all disagree on what exactly 'Primary' is.
Azherae wrote: » I perceive the primary ability of a Tank as 'Damage Mitigation', not 'holding attention'. The latter is just 'synonymous and somewhat required'. But 'holding attention' is something I view as no one's role in particular. It's not actually 'required' in some games' designs, it's just a very convenient specialization to have in a world with strong melee attackers who, for some reason, focus all their attacks on one person.
Azherae wrote: » In MOBAs for example a Tanking champion focuses on 'denying the enemy access to strike points on their allies'. The allies have the enemy attention, the Tank is just 'preventing them from dealing damage to the one who has that attention'.
Azherae wrote: » So a Fighter, who is doing a lot of damage, and therefore holding attention, is not 'Tanking'. They are 'holding attention'. If they aren't built defensively, they will fall, or the healer might, depending on how the healing is spread out. In a "Trinity' designed game, enemies may be built to make this a bad idea, but it's not required.
Azherae wrote: » The Fighter could choose to, for whatever reason, spec toward increasing the enmity the enemy has for them, and hold attention even better. Are they 'Tanking' yet? In my mind, no, they're not mitigating enough damage.
Azherae wrote: » In fact, 'Tank' only technically implies 'Armored Damage mitigation', whereas 'Guardian' or similar implies 'actually doing this stuff'. I'm sure that Tanks will have lots of 'hey, leave them alone!' abilities, but that's still viewable as 'mitigation applied to the enemy's current target'.
Azherae wrote: » This is the thing to consider. The reason any character who wishes to Tank cannot do so simply by 'putting on enough Armor' is that they put on the Armor to help the party with Damage Mitigation, and if they do not do enough damage or generate enough enmity, they are not the target, so that specific method of Damage Mitigation is not happening.
Azherae wrote: » A 'Tank' by game definitions is effective when they are efficient at mitigating damage. Mages are not generally good Tanks because their damage mitigation is often inefficient, or they simply aren't allowed to wear gear that would allow them to do it.
Azherae wrote: » If they run out of MP, they no longer generate enmity. If they no longer generate enmity, they are not the target, and any defensive skills they are using, don't matter, unless they can apply those skills toward the current target of the enemy, which most Mages cannot do.
Azherae wrote: » The continual oversimplification of this complex and interesting game dynamic is starting to wear thin. Dygz probably isn't even trying to oversimplify it. Dygz just 'repeats what is said'. Just... stop engaging.
Azherae wrote: » If the Ranger/Tank says 'I'd like to join, I'm a Ranger/Tank', and that darn 'elitist' goes 'We don't need a /Tank, go change your secondary to Rogue for this content', there's a certain set of people who now find themselves in a difficult and for some extremely stressful position. They want to Ranger/Tank, they want to group, but social anxiety demands they conform. Whereas a better design would cause this to happen less often and maybe make people with that condition or related conditions, who often play MMOs precisely to help deal with them, less likely to be put in these stressful situations. Which aspect of what I'm saying here, if any, do you consider to be 'the perspective that doesn't reflect reality'?
Dygz wrote: » Azherae wrote: » If the Ranger/Tank says 'I'd like to join, I'm a Ranger/Tank', and that darn 'elitist' goes 'We don't need a /Tank, go change your secondary to Rogue for this content', there's a certain set of people who now find themselves in a difficult and for some extremely stressful position. They want to Ranger/Tank, they want to group, but social anxiety demands they conform. Whereas a better design would cause this to happen less often and maybe make people with that condition or related conditions, who often play MMOs precisely to help deal with them, less likely to be put in these stressful situations. Which aspect of what I'm saying here, if any, do you consider to be 'the perspective that doesn't reflect reality'? It's a cute assertion. Let's play and see what happens.
Dolyem wrote: » Interested in hearing all opinions on: -Should Tank Primary classes be the only and/or most dominant tank choice? -Should other, not necessarily all, Primary Class variants have secondary options that make them just as viable as tanks or even off-tanks? -Should the Tank Primary class have some variant options to focus more on other roles than simply tanking all of the time? -Should the Tank Primary class be renamed assuming it can fill other roles besides simply tanking? Looking forward to what you all have to say! Edit: More questions resulting from this post I want to hear opinions on: -Is role overlap so wrong? If it is should there really be 9 classes or even variants at all? If its so bad to have a role covered by more than one class, then shouldn't there be just 4 classes? Healer(support), Physical DPS, Magical DPS, and Tank?