Noaani wrote: » I'm not asking you about the group dynamic in the game, I am asking you on your thoughts on a discussion.
Noaani wrote: » how you think this says anything other than that most players in full group settings will want to build their character around their primary role, but smaller scale situations may see other things happen.
Noaani wrote: » , I am asking you on your thoughts on a discussion.
Ironhope wrote: » Noaani wrote: » I'm not asking you about the group dynamic in the game, I am asking you on your thoughts on a discussion. Wasn't Noaani wrote: » how you think this says anything other than that most players in full group settings will want to build their character around their primary role, but smaller scale situations may see other things happen. Included in the question? That's what that reply was to. Noaani wrote: » , I am asking you on your thoughts on a discussion. On the discussion of class flexibility?
Ironhope wrote: » My main point is that things should be made clear in a wide reaching and simplistic way for the crowd, not for me.
Noaani wrote: » a question I framed by outlining my take on the discussion in question that seems to not be the take you have of said discussion
Spurius wrote: » Is this guy okay?
Noaani wrote: » and how it informs your opinion on this topic - a question I framed by outlining my take on the discussion in question that seems to not be the take you have of said discussion.
Ironhope wrote: » Noaani wrote: » and how it informs your opinion on this topic - a question I framed by outlining my take on the discussion in question that seems to not be the take you have of said discussion. I appreciate that it takes the discussion away from one extreme but it still leaves things in really vague area. I mean, if hyrbids won't be viable it doesn't matter if they're going to be close to viable, they're going to be dead classes/memes.
Noaani wrote: » If hybrids are viable, non-hybrids are dead classes/memes.
Vhaeyne wrote: » That is clear as day to me. I don't know how you think things are vague.
Noaani wrote: » SirChancelot11 wrote: » I want to see the ranger/tank, mage/tank, and tank/x to play and feel different while trying to accomplish the mission of tanking. This is what you are not going to see. SirChancelot11 wrote: » I want to see a tank/x being a shield wall holding a battle line, a rogue/tank capable of being a mobile dodge tank, a ranger/tank being able to kite and toy with mobs, a summoner/tank tanking through his puppets. Instead of seeing I hope you can see how this just doesn't work. If tank/* is a tank, and */tank is a tank, we should be able to flip that around and say mage/* is caster DPS and */mage is caster DPS. This leaves us at a point where mage/tank and tank/mage are both caster DPS and tanks, in one build. This then extends to every build, so every build other than those that double down on their primary role is now functioning in two roles. While we have had conflicting information in this regard, a little critical thinking should bring one to see that the above just doesn't work.
SirChancelot11 wrote: » I want to see the ranger/tank, mage/tank, and tank/x to play and feel different while trying to accomplish the mission of tanking.
SirChancelot11 wrote: » I want to see a tank/x being a shield wall holding a battle line, a rogue/tank capable of being a mobile dodge tank, a ranger/tank being able to kite and toy with mobs, a summoner/tank tanking through his puppets. Instead of seeing
Vhaeyne wrote: » @Ironhope Ironhope wrote: » My main point is that things should be made clear in a wide reaching and simplistic way for the crowd, not for me. Please just ask the devs. Spend the next couple of weeks thinking about how to best word your question and then submit it to the Q/A thread.
ThornyDevil wrote: » Vhaeyne wrote: » That is clear as day to me. I don't know how you think things are vague. These quotes are about class design which I don´t expect them to come up with 64 unique gameplays. My post was about class fantasy as in "identity". It is more about the flavour. This is were I am hoping that the necro summons zombies and the falconer a bird of prey. If that is not the plan, then I hope they allow us to customize our summons with some systems like the glyphs in wow.
Atama wrote: » Yes, many of us have griped for years about this game misusing the term “class”. It’s intentional. It’s done so that marketing guys can say, “This game has 64 classes!!!” Which is a lie. There are 8 classes, each with 8 flavors. Ignore people who are covering for Intrepid by saying people need to do their research. That’s BS, and fanboy/girl behavior. IS isn’t perfect and this is one of the bad things they’ve done. There is a ton of variety for your characters through varying skill trees and so many different kinds of augments. I’m excited about it. But don’t buy into the newspeak of having 64 classes. It’s a bait and switch.
SirChancelot11 wrote: » This is where @Ironhope and I differ I don't care about the nomenclature. Class, spec, flavor, archtype, etc... That's all whatever to me. It's what they do with this all that I'm looking forward to seeing, so many possibilities I hope they capitalize on.
Ironhope wrote: » Look at WoW
SirChancelot11 wrote: » Noaani wrote: » SirChancelot11 wrote: » I want to see the ranger/tank, mage/tank, and tank/x to play and feel different while trying to accomplish the mission of tanking. This is what you are not going to see. SirChancelot11 wrote: » I want to see a tank/x being a shield wall holding a battle line, a rogue/tank capable of being a mobile dodge tank, a ranger/tank being able to kite and toy with mobs, a summoner/tank tanking through his puppets. Instead of seeing I hope you can see how this just doesn't work. If tank/* is a tank, and */tank is a tank, we should be able to flip that around and say mage/* is caster DPS and */mage is caster DPS. This leaves us at a point where mage/tank and tank/mage are both caster DPS and tanks, in one build. This then extends to every build, so every build other than those that double down on their primary role is now functioning in two roles. While we have had conflicting information in this regard, a little critical thinking should bring one to see that the above just doesn't work. Ok but this line of thinking sounds like you're treating every ranger/tank as that is the only factor in a build, it isn't. Every fighter/tank isn't going to be the same. I could distribute my skill and stat points differently. A fighter/ tank that puts all of his stat points into strength and skill points into leveling up his damage with a few tank augments to add mitigation after he engages that is going to be a DPS character. If I build a fighter/tank and put all of his stat points into stamina and only take a few abilities and augment all of them with tank oriented augments, now I'm trading in the extra damage to use him like a tank. And then your gear choice make a difference too the stats they give, possible skill buffs, etc. You can have a big difference between a tank set of gear and a DPS gear set. Unless you are saying none of those choices matter and you are going to be a DPS character either way. But if that is the case then why bother having that as a choice to even make? And saying every x/mage should be a caster doesn't sound like it'll be that far off if you are adding fire and ice damage to everyone's abilities because you are a X/mage such as the spell sword or scion. You're a fighter or ranger that is now doing elemental magic damage, you're using the same primary archetype abilities, using a fighter or ranger play style but now you're doing magic damage. I can totally see this working with the systems they already have in place. Look at their skill trees, their passive trees are different based on the class. They already have ones that are available to only tank for example, they would just have to keep building with that. Honestly with a little critical thinking the only potential issues I see with opening up character creation to this level is balancing, but since they aren't going for a 1v1 balancing anyways that shouldn't be an issue. Just take the GW1 approach of having literally too many options to have a best or worse. They could make multiple rocks to beat various scisors.
Noaani wrote: » The games are too different to compare.
Noaani wrote: » The comparison would need to be if a retribution paladin could be DPS or a tank based on where they put their talents - because that is what you are having to talk about. This is as opposed to a paladin in WoW having to go protection to tank.
Noaani wrote: » You are saying that a tank/mage or a mage/tank could each be either a tank or a DPS depending on where they put their skill points.
Ironhope wrote: » If you don't let the line blurry and hybrids won't be able to at least come close (let's say 80 or 85%) of what a specialized class can do, then people just won't play them because of the nature of team games.