Dygz wrote: » That remains true for all types of augments. The playstyle of the Primary Archetype feels radically different despite using the same Active Skills, while also still serving the same role.
Azherae wrote: » I did, it's just that I had put 'fun' in quotes for a specific reason there too. For some people, perfection is fun. For others, efficiency, as you noted with the Option-2 and Option-3 players. I personally believe that both these player types have similar reactions, but in the case of those who don't care about efficiency with the encounter or maximizing their chances of clearing it, they do the same calculation, that's why I ended up using that term. It's probably not quite correct, but once I start thinking in English instead of meta, it can be hard to translate my meta-thoughts into more descriptive strings. So I call it 'fun' because 'Players who just want to have the experience against the encounter who are waiting for one of the people from a group they know to be chatty and fun or maybe roleplays' may go 'let's just ask that person, I know that they at least aren't going to bitch at us for being suboptimal, they won't talk to the group or anything but it's better than waiting around'. You're absolutely right, that it is 'the cost of waiting around' but I didn't want it framed through any concept of 'efficiency', if that makes sense. People got to the point of 'not even bothering to invite Rangers to non-arrowburns because those Rangers would always be waiting for that party type and might complain if the normal-distribution party was not going to do as well'. But some Rangers could still be invited and overall help the group have fun even if they were just going through the motions, because it enabled the smooth flow, and the Ranger didn't hate it (or didn't indicate they did).
Ironhope wrote: » Basically for the entire duration of vanilla wow, hybrid classes such as retribution paladin, feral druid, dps shaman, etc were at best memes but never actually functional, never actually viable for anything. If someone wants to be a hybrid dps-healer you shouldn't give him half the damage a full dps does. Thats just bad design, nobody will want to play that. What you should do (let's compare an assassin and a templar) is this: Both should deal good damage. Sure give the full dps a slight edge. The rest of the templar's performance should come from healing, buffs and resilience, which are his classe's theme. The rest of the assassin's performance should come from his stealth, high mobility and crowd control, which are his classe's theme. Don't make hybrid classes memes and jacks of all trade, in practice, they will end up being only disappointments.
Swifty00 wrote: » If you think about it long enough and you read about secondary augments, this is a total non-issue.
ariatras wrote: » This isn't true. Paladins, for example. Were wonderful for tanking dungeons.
ariatras wrote: » Ret paladins did great leveling up
ariatras wrote: » and do PvP
ariatras wrote: » and ofc healing was for your raiding.
ariatras wrote: » Pretty much the same for Druids. Feral was useful in multiple ways, as was resto.
ariatras wrote: » And Boomkin, like Shadow was quite good for PvP
ariatras wrote: » You just can't do all things well.
Neurath wrote: » The Tank in Ashes has Mana, at least when I played the Tank in Ashes. I think all the classes in Ashes will have Mana.
beaushinkle wrote: » Sorry - I'll be more specific. The protection paladin was the only tank in wow that wasn't able to chain pull (it had to drink water between fights) and had a time limit (mana) for how long it was able to be effective in fights. Every class in wow that has mana (all of them except rogue and warrior) had different ways to manage mana, and all of them had varying levels of mana management problems. Some classes were able to effectively chain pull whole dungeons when well-optimized without stopping. Protection paladins weren't.
Ironhope wrote: » beaushinkle wrote: » Sorry - I'll be more specific. The protection paladin was the only tank in wow that wasn't able to chain pull (it had to drink water between fights) and had a time limit (mana) for how long it was able to be effective in fights. Every class in wow that has mana (all of them except rogue and warrior) had different ways to manage mana, and all of them had varying levels of mana management problems. Some classes were able to effectively chain pull whole dungeons when well-optimized without stopping. Protection paladins weren't. Its not only that man. I don't remember the math exactly like 2 years later but Prot Paladin stats are all messed up and unlike Prot Warrior or Feral (bear) Druid, Prot Paladin gets hit by crushing blows, so he gets hit as if it was a dps or support, not a tank. Cant say 100% this was the case but back then some prot pallies explained to me why they dont play prot pally in classic too and this is how it sounded.
Aerlana wrote: » I really hope the bard will be close to what it is in game like FFXI for example : bad DPS, bad heal (not even 5/10 on both. . . Bard were not meant to heal or DPS but just improve all other.) or like RDM, here to help healers, and mainly put lot of debuff on bosses.