BlackBrony wrote: » You have 8 classes and only one of those can heal? Isn't that way too low?
Neurath wrote: » You will not have such combinations. All classes must function individually and together. On top of that, various augments will change skills through personal choice. If I create a game which states 'Play how you want' and then start locking certain classes to bis with certain other classes, that is not playing how one wants.
Azherae wrote: » Of course, 'peer pressure' has nothing to do with actual design options, so it's hard to say what will happen. I do hope that Clerics aren't going to just 'be expected to have every available skill' or 'have every available heal/cleanse skill and therefore forego any damage skills' in order to be considered 'viable'.
NiKr wrote: » Azherae wrote: » Of course, 'peer pressure' has nothing to do with actual design options, so it's hard to say what will happen. I do hope that Clerics aren't going to just 'be expected to have every available skill' or 'have every available heal/cleanse skill and therefore forego any damage skills' in order to be considered 'viable'. I'd hope there's no "pick this skill or this skill". Yes, we'll be able to choose augments, but I'd assume we'll have all the skills the archetype should have and only then add stuff onto them. Let those augments add/change whatever effects they want, but make the core function the same. At least that way any cleric can do their job, so there won't be some complete discrimination of "if you don't have this - you're not welcomed in any party", while the uniqueness and personality of each person remains shown through their choice of additional effects on the skillset.
Neurath wrote: » We have an official line that classes must function in group content, large scale pvp and have counters. Personal fancies do not come into my combat plans at all.
Neurath wrote: » If you are a dev, why can't you build the rainbow raid game?
Azherae wrote: » Intrepid has explicitly said that you won't be able to choose every skill in the game for an Archetype. Alpha-1 also encouraged specifics. You could unlock every skill but not necessarily level every skill up effectively. My point is that I would like Clerics to be able to reasonably 'just not take certain healing skills'. I'm sure it will be acceptable to not take certain damage skills. As of now, 'having to choose which skills to have', possibly even to the point of 'definitely can't even unlock certain ones' is in the design. Exactly how that will play out in future is unclear, but I definitely 'chose skills not to unlock' in Alpha-1.
NiKr wrote: » I'd hope there's no "pick this skill or this skill". Yes, we'll be able to choose augments, but I'd assume we'll have all the skills the archetype should have and only then add stuff onto them. Let those augments add/change whatever effects they want, but make the core function the same. At least that way any cleric can do their job, so there won't be some complete discrimination of "if you don't have this - you're not welcomed in any party", while the uniqueness and personality of each person remains shown through their choice of additional effects on the skillset.
Azherae wrote: » Neurath wrote: » If you are a dev, why can't you build the rainbow raid game? Um... you might want to be careful about throwing that particular combination of words around. I'm not really sure if you're aware of its meaning, and if you ARE, then you can fuck right off I guess? EDIT: If you are not, and you change your post, then I'll change this one to remove any indication that you said this.