Dygz wrote: » Viability is determined by the Primary Archetype, so... shouldn't be many noob traps.
beaushinkle wrote: » I don't think I would advocate for the full FFXIV approach, but I do find it interesting (and elegant) from a design perspective.
Azherae wrote: » Normally I let your weirdness slide, but if this is your take, you definitely don't know what a noob trap is or you are doing that conflation thing where you believe that because it 'is possible to play it and not utterly fail at everything, then it's viable and shouldn't be considered a trap'.
Azherae wrote: » I don't suppose it matters if I point out to you that your way of responding is not helping even Intrepid? When was the last time other than something related to RNG, that you saw your response actually seem to make anyone more comfortable, confident, or relieved?
Dygz wrote: » And the balance of the game is determined by the Primary Archetypes; not the augments.
beaushinkle wrote: » Let me know if I'm reading what you're trying to imply correctly. The way that I read all of those quotes is they say that a mage/fighter is a mage with fighter flavor and a fighter/mage is a fighter with mage flavor. Fully agree and understand here. That doesn't directly talk about "the balance of the game is determined by the primary archetypes". For instance, it could be the case by optimizing a fighter/mage, you wind up with a build capable of being around 35% more effective than the best build you can put together with fighter/ranger, which no real appreciable loss of utility. This sort of thing has happened before.
beaushinkle wrote: » This is, more or less, what the original post of the thread was about. The WoW devs reasoned that the hybrid classes, those that could both heal and do DPS should be worse than those that could only do one or the other. As a result, when players started figuring out the game, it turned out that parties composed of "pure" classes like rogues, warriors, priests, and mages were WAY more efficient than those that had hybrids in them, because people were able to specialize in their role and not have to pay the "hybrid tax".
beaushinkle wrote: » We're saying that these sorts of builds and the options to choose them are "noob traps", generally, and that it takes really careful design to make sure that players don't accidentally shoot themselves in the foot.
Dygz wrote: » You will need a tank more or less depending on what's happening in the environment. Certainly in dungeons you will need a tank. I don't picture us creating any encounters that wouldn't need that sort of control. Now we're not just focused on aggro in terms of control and managing mobs... It's not just about mitigating damage, although that's a part of the sort of calculus there, but it's also about making sure that the mobs are doing what you want them to do. ---Jeffrey
Dygz wrote: » balancing around the Primary Archetypes rather than the augments. Any Primary Archetype/x is viable in their primary role. So, "more effective" is irrelevant. There is no competition between a Fighter/Mage and a Fighter/Ranger. It's just different playstyles. .
Dygz wrote: » So, "more effective" is irrelevant. There is no competition between a Fighter/Mage and a Fighter/Ranger. It's just different playstyles. Fighter/Ranger just needs to be viable enough to win the encounter - doesn't matter if the Fighter/Mage is more effective as long as the encounter is defeated.
Dygz wrote: » Also, you can't properly determine 35% more effectiveness because it depends on how the individual characters synergize with the rest of the group. The focus is on the larger group and synergy; not an individual character - like trying to focus on an "objective meta rotation" for a Fighter/x.
Dygz wrote: » I don't agree. The WoW devs didn't reason anything beyond caving to player whining about OP classes so they could make more money.
Dygz wrote: » Just because you say something, that doesn't make it true.
Dygz wrote: » The devs are not balancing to ensure that characters can commonly find success when trying to make their secondary roles their primary roles. If you try that, you will probably have a very challenging time. So...the noob move would be trying to swap out your primary role and make your secondary role your primary role.
"beaushinkle wrote: » More effective isn't irrelevant. It determines how much weight you can pull.
"beaushinkle wrote: » If you're advertising in chat that you're looking for a group or a guild, folks will want to know what class you're playing. If you're choosing to play a fighter/ranger when it's 35% less effective than a fighter/mage, then you've identified as an option-2 player, and option-3 players will self-segregate and just ignore your advertisements and not invite you. (Because it's relatively easy to switch from fighter/ranger to fighter/mage)
"beaushinkle wrote: » Can retribution paladins and shadow priests defeat the easy raiding content in classic WoW? Of course they can. They're just contributing far less than the fury warrior, rogues, and mages. Option-2 type players don't care about that and are more than willing to bring along players that want to play retribution paladins and shadow priests, and so they form guilds of mostly option-2 type players. Option-3 type players wonder "why wouldn't you switch to fighter/mage? why do you not respect everyone else's time?". This lead to thousands of retribution paladin and shadow priest players having an extremely hard time finding raiding guilds. This stuff actually happens.
"beaushinkle wrote: » Synergy can be (and is) simulated to calculate overall effectiveness for comparison.
Dygz wrote: » Agreed, which is why I generally back up the things I say with a large amount of supporting evidence. I try to start with things that are agreed upon as true and then logically build to a conclusion.
beaushinkle wrote: » Do you think I've advocated for this somewhere?
SirChancelot11 wrote: » Oooh, semantics time Notice how he says tank and not tank archtype or tank primary.
SirChancelot11 wrote: » Lol If anything this saying it's not just about aggro and mitigation means I don't need to have all the tank archtype mitigation activated abilities, that I could use something else as long as I can make the mobs dance to my tune. #bardtank
SirChancelot11 wrote: » I'm sorry I read this and the only take away I get is "your choice is irrelevant." This has been determined for you already by your primary archtype. If I can complete everything with whatever I choose then the choices don't matter... So shouldn't I be able to at least have fun with it and make weird shit choices.
Dygz wrote: » I understand that that is the elitist meta-obsessed perspective, but it is not objectively true.
Dygz wrote: » Your option-2 and option-3 concept, again, is irrelevant.
Dygz wrote: » Ashes is not WoW. The class systems are really nothing alike.
Dygz wrote: » There is no way for you to objectively determine that with all of the augment combinations and also somehow factor in individual player prowess.
Dygz wrote: » Did I say you advocated that?
Azherae wrote: » Still at it, huh? This is Infinite Azure though. No corner to reach. Maybe try 'extrapolating things that must be true from other things said' until contradictions appear' instead for a step or two. The response 'should' be an attempt at obfuscation, with any luck you'll get one of those 'links to a video that doesn't mean what Dygz thinks it means' and therefore a closer range? Who do you even play in Smash? I'd guess Marth, you strike me as a 'top tiers when serious' sort of person.
beaushinkle wrote: » How does your effectiveness not determine how much weight you can pull? Totally lost on how this isn't objective fact.
beaushinkle wrote: » I think the class systems are close enough (you pick a class that allows you to make build choices that define your character's available options, class identity, role, synergy, and effectiveness) that the historic social dynamics are worth referencing.
beaushinkle wrote: » Why do you feel at all confident in this assertion? We have artificial intelligences that can operate self-driving cars and machine learning algorithms that learned how to play starcraft 2 that only operate from the data on-screen. Are you sure this is beyond human engineering? I think you're out of your depth here.
beaushinkle wrote: » Player prowess doesn't have to be considered at all, you can just simulate them as playing "with mistakes" or perfect - simulationcraft can be simmed for either.
Dygz wrote: » You often think that, but your counter-argument is patently absurd.
Azherae wrote: » Back in the 'Ranger Fantasy XI' days of FFXI, people were able to actually do a pretty good 'calculation' of 'how much 'fun costs'. 5-7% performance. When the gap between 'The best class for party' and 'the next best' is around that point, people don't wait around looking for that perfect class (in those days, Ranger). Unless they are going to be playing for upwards of 4 hours straight, they just go 'let's just take the Dark Knight, it's about the same, maybe something interesting will happen if they are good'. And ofc, a good DRK is equal or better than FOTM Rangers. Past that though, it got interesting.
Dygz wrote: » Did I write, "Your effectiveness does not determine how much weight you can pull?" That's your biased interpretation of what I actually wrote.
Dygz wrote: » I've already told you why your meta options are irrelevant. I don't know why you keep bringing it into the conversation.
Dygz wrote: » You often think that, but your counter-argument is patently absurd
Dygz wrote: » That is false. I mean you could do that...and the resulting data would be irrelevant.