SirChancelot11 wrote: » Azherae wrote: » It's more of a 'Pyramid'. Four corners on the ground, the Summoner is 'above' at the top, and has to 'choose a direction to come down, or stay up there and only send a minion down when needed'. Everyone else has to go 'up' to get something technically a little closer to the others, but since balance is by Active Skills, it's seeming unlikely that /Summoner will give Bard much DPS from summons (in the form of a DPS minion) compared to others. They have said that summoned creatures can give you abilities for your action bars, a summoner secondary might be a way to get new abilities outside your primary archtype, in the form of an activated ability from your summons... Azherae wrote: » As for your Tank/Cleric worries, assume that Healing usually only works when using an ability that hits the opponent. This isn't enough to do it, but Paladins, even if they are the absolute masters of the Mitigation part of the Janken, won't necessarily be able to kill opponents without risking their own lives. Open world PvP, especially 1v1, is going to involve a lot of running away, based on the 'we are not balancing for 1v1' concept. Mitigation class sees most Attrition classes coming? Run. Attrition sees Cooldown based burst damage class coming? Run. Cooldown class sees Mitigation class coming? They'd probably at least test things out before they ran, but most likely, still run. That's the thing on tank/cleric, it shouldn't fear burst either. It would have the mitigation to survive the burst and the healing to make it sustain. These classes are always hardest to balance imo... Although you do bring up another point that makes me curious. How will summoner summons respond to this runaway philosophy you have? Will they stay and fight until I reach a certain distance and then rubber band to me or just disengage and run away with me?
Azherae wrote: » It's more of a 'Pyramid'. Four corners on the ground, the Summoner is 'above' at the top, and has to 'choose a direction to come down, or stay up there and only send a minion down when needed'. Everyone else has to go 'up' to get something technically a little closer to the others, but since balance is by Active Skills, it's seeming unlikely that /Summoner will give Bard much DPS from summons (in the form of a DPS minion) compared to others.
Azherae wrote: » As for your Tank/Cleric worries, assume that Healing usually only works when using an ability that hits the opponent. This isn't enough to do it, but Paladins, even if they are the absolute masters of the Mitigation part of the Janken, won't necessarily be able to kill opponents without risking their own lives. Open world PvP, especially 1v1, is going to involve a lot of running away, based on the 'we are not balancing for 1v1' concept. Mitigation class sees most Attrition classes coming? Run. Attrition sees Cooldown based burst damage class coming? Run. Cooldown class sees Mitigation class coming? They'd probably at least test things out before they ran, but most likely, still run.
SirChancelot11 wrote: » That kind of falls in line with my worries for a tank/cleric. Put enough self healing into a tank and he will be really hard to kill in the wild... 1v1 even with average DPS, he will eventually win the war of attrition...
SirChancelot11 wrote: » They have said that summoned creatures can give you abilities for your action bars, a summoner secondary might be a way to get new abilities outside your primary archetype, in the form of an activated ability from your summons...
Kaishang wrote: » I have always liked games that used the trinity system. Yes in some moments, depending on the skill level of the group, it's great to have an "off-tank" to help in those clutch situations... a hunter w/ pet (summoner)... a warrior... But having two tanks is better than one.
Kaishang wrote: » -Should Tank Primary classes be the only and/or most dominant tank choice?Yes.-Should other, not necessarily all, Primary Class variants have secondary options that make them just as viable as tanks or even off-tanks?No-Should the Tank Primary class have some variant options to focus more on other roles than simply tanking all of the time?No I have always liked games that used the trinity system. Yes in some moments, depending on the skill level of the group, it's great to have an "off-tank" to help in those clutch situations... a hunter w/ pet (summoner)... a warrior... But having two tanks is better than one.
Dygz wrote: » 3 Trinity roles: Tank - Support - DPS 8 Primary Archetype roles: Fighter, Ranger, Rogue, Tank, Bard, Cleric, Mage, Summoner Augments provide a great deal of flexibility - as does being able to use any weapon and wear any armor.
Khronus wrote: » Dygz wrote: » 3 Trinity roles: Tank - Support - DPS 8 Primary Archetype roles: Fighter, Ranger, Rogue, Tank, Bard, Cleric, Mage, Summoner Augments provide a great deal of flexibility - as does being able to use any weapon and wear any armor. Wearing any weapon and any armor? You really expect all armor/weapon types to be balanced for all classes? You really think a mage is going to be wearing plate armor and still have a fun and engaging time? A tank wearing cloth? This has to be a joke. Augments in your head don't equate to any real flexibility, they are a way for players to "identify" who they are when they have a need to play the same exact thing differently. This is a trash way to approach a class system with 64 options using specific "titles" (blah blah blah. Same old 8 primary rhetoric). tank, support, dps should absolutely be tank, support, dps, and heals. Why merge support and healing when it can provide more opportunities for players to explore and theory craft raid/party compositions? It's still mind blowing how players can be against giving classes the opportunity to explore MORE than just their expected roles. I'm not asking for classless AoC (which is great in wow ascension btw). I am suggesting 1-2 options for players to have to help fill in additional roles beyond their normal means (which would in turn open up more possibilities for theory crafting comps, more boss/fight mechanics, a more robust class system, and will keep players engaged for longer). Each class should have the option to fill in or alter their play style to lean towards one of the 4 directions. Tanks will tank but can support or dps depending on secondary. (Tanks will have FIVE ways to tank, two to dps and one to support). Healer will heal but can support or dps depending on the secondary (this gives them FIVE healer choices, one support and 2 dps). Rogue will dps but have the option to tank or support (this gives them FIVE dps choices, one tank, and two support options). Obviously a very off the cuff idea but this is the type of class system deserving of 50 million dollars and YEARS of development. This whole 8 classes that add "flavor" for each secondary is something I can think up around the dinner table for a few weeks and it will pass as a fun/balanced system but not last as long as we need it to last. We need in-depth content, not an arcade style class system that changes because people want (secretly meaningless) differences.
Khronus wrote: » Wearing any weapon and any armor? You really expect all armor/weapon types to be balanced for all classes?
Khronus wrote: » You really think a mage is going to be wearing plate armor and still have a fun and engaging time? A tank wearing cloth? This has to be a joke. Augments in your head don't equate to any real flexibility, they are a way for players to "identify" who they are when they have a need to play the same exact thing differently. This is a trash way to approach a class system with 64 options using specific "titles" (blah blah blah. Same old 8 primary rhetoric).
Khronus wrote: » tank, support, dps should absolutely be tank, support, dps, and heals. Why merge support and healing when it can provide more opportunities for players to explore and theory craft raid/party compositions? It's still mind blowing how players can be against giving classes the opportunity to explore MORE than just their expected roles. I'm not asking for classless AoC (which is great in wow ascension btw). I am suggesting 1-2 options for players to have to help fill in additional roles beyond their normal means (which would in turn open up more possibilities for theory crafting comps, more boss/fight mechanics, a more robust class system, and will keep players engaged for longer). Each class should have the option to fill in or alter their play style to lean towards one of the 4 directions.
Khronus wrote: » Tanks will tank but can support or dps depending on secondary. (Tanks will have FIVE ways to tank, two to dps and one to support).
Khronus wrote: » Obviously a very off the cuff idea but this is the type of class system deserving of 50 million dollars and YEARS of development. This whole 8 classes that add "flavor" for each secondary is something I can think up around the dinner table for a few weeks and it will pass as a fun/balanced system but not last as long as we need it to last. We need in-depth content, not an arcade style class system that changes because people want (secretly meaningless) differences.
Dygz wrote: » X/Tank inherently bleeds into the tank role - it just doesn't swap.
JONTA wrote: » Don't want all classes to be able to do it all, I would like Tanks to Tank, Dps to pew pew . Healers to Heal. Support to well you know support . May be allow some spill over into other specs but not to the extent they can do it all, otherwise whats the point of said classes ??
SirChancelot11 wrote: » JONTA wrote: » Don't want all classes to be able to do it all, I would like Tanks to Tank, Dps to pew pew . Healers to Heal. Support to well you know support . May be allow some spill over into other specs but not to the extent they can do it all, otherwise whats the point of said classes ?? Not at the same time of course. Maybe I really like all of the tank activated abilities and flavor but I don't want to fulfill the role of tank in a party I just want to smash things as a plate wearing monster... Why can't the tank archtype have a secondary that slides him into a dps role instead of a tank role? Just give each Archtype the ability to do two or three of the four possible roles.
Dygz wrote: » If you have a quote that says Summoners can main tank as well as Tank/x - great. What the devs have said is that Summoners have a more tank-oriented Summon, a more support-oriented summon and a more dps-oriented summon and that they are balancing such that an 8-person group with one of each Primary Archetype is best and they can't think of a scenario where Tank/x won't be needed in a dungeon or raid. If you can find a quote from 2020 that says the dev goal for Summoner/x is to be a substitution for Tank/x - post it. From what you say... it should be pretty easy to find such a quote since the devs have said that so often - according to you. If you go in without a Tank/x - yes - Summoner/x will be the next best Primary Archetype to main tank. If you go in without a Cleric/x, Bard/x will probably be the next best Primary Archetype healer.
Sathrago wrote: » SirChancelot11 wrote: » JONTA wrote: » Don't want all classes to be able to do it all, I would like Tanks to Tank, Dps to pew pew . Healers to Heal. Support to well you know support . May be allow some spill over into other specs but not to the extent they can do it all, otherwise whats the point of said classes ?? Not at the same time of course. Maybe I really like all of the tank activated abilities and flavor but I don't want to fulfill the role of tank in a party I just want to smash things as a plate wearing monster... Why can't the tank archtype have a secondary that slides him into a dps role instead of a tank role? Just give each Archtype the ability to do two or three of the four possible roles. I mean at that point you are talking about an entirely different game. The structure is already set in place. They really couldn't even afford to switch over to that idea if they wanted to.