Noaani wrote: » I am the one not making arguements when there is no one to argue with. Again, the most recent useful part of this thread was stating that you assuming a class based on buffs was an afk buffbot was incorrect. I'm quite happy to go back to that point if you want.
Githal wrote: » Noaani wrote: » I am the one not making arguements when there is no one to argue with. Again, the most recent useful part of this thread was stating that you assuming a class based on buffs was an afk buffbot was incorrect. I'm quite happy to go back to that point if you want. Sure go back to the point. So now is the perfect time to make your EMPTY WORDS in to not empty words by saying why you think the buffing class in EQ2 is not boring to play
Noaani wrote: » Because the class is built around many incredibly powerful, short duration, generally single target, long recast buffs that your friends absolutely love getting cast on them, but that give them immunity to said buff for a duration after recieving it, meaning the class is about communication within your group or raid more than anything. These buffs not only make your friends more powerful, they make their gameplay more interesting by offering them up optoins that they simply don't have without you there. Basically, it isn't the class you thought it was. A big part of the reason your whole line of "EQ2 is about rotations" bullshit simply isn't true is because of the buffs cast by bards. You can't have a rotation when both your spells cast and reuse timer is changing.
Githal wrote: » You just have to know from a guide when exactly to use your long cd spell and thats it.
But i am talking about the Buffer gameplay.
Noaani wrote: » Githal wrote: » You just have to know from a guide when exactly to use your long cd spell and thats it. Unless by "guide" you mean talking to the people that are valid targets for your buffs, then no. You want to give them these buffs when it suits them, not when it suits some random person (probably me, if not then definately someone like me) on the internet. If you are following a guide, you are at best an average player. If you are a bard in a group or a raid and you are following a guide, you are limiting that group or raid to being average at best - because a good bard makes a bigger difference than a good healer or a good DPS. There is a reason raids in EQ2 with 24 players, in a game with 24 classes, would try and take along 5 bards. But i am talking about the Buffer gameplay. Different classes appeal to different people. If you are the kind of person that enjoys helping your friends, then a bard may well be the class for you. If you do not enjoy that, then a bard may not be the class for you.
Githal wrote: » Ok so instead of guide it is a player spamming "buff me now". OK got it.
Githal wrote: » So there on game release you would see that bards and paladins (the 2 support classes), are like 1% of the population only coz they were not fun enough like the other classes.
Noaani wrote: » Githal wrote: » Ok so instead of guide it is a player spamming "buff me now". OK got it. Sure, if you let them do that. Most bards would refuse to buff anyone that did that otherwise that is all they would get for the entire duration of the content piece. The thing you should be taking in here is that bards as a buff class are a thing, they are not what you think they are at all, many people enjoy them, but you may not be one of those people. You do not have the intention to understand any more than that, so just stick with trying to understand that. Any time you come up with a "so it's just" in a way where you are saying the idea doesn't work, make the assumption that it is simply your ignorance on the matter shining through, and the class is indeed enjoyable to those that, well, enjoy it. Githal wrote: » So there on game release you would see that bards and paladins (the 2 support classes), are like 1% of the population only coz they were not fun enough like the other classes. The class split in the early days of an MMORPG has more to do with the names of those classes than anything else. It has almost nothing at all to do with how fun a given class is, because most people have no idea how much fun each class is.
Githal wrote: » Example is the Disc Priest in WOW. Where you have : * heals * shields * cleanse/mass cleanse * 2 spells for move speed increase (single target) * 1 grip that pulls ally to your location (single target) * fear (cc) * debuff enemies * Dot dmg over time spells to help dps (and the dps is not that low btw) * Buff that increase a single target ally cast speed by a lot * spells to reduce dmg taken by ally (single target) * drain mana from enemy * reduce enemy attack range * mind control (something like cc where your character also cant fight) As you can imagine there is always something you will have to be doing in every group be it PVP or PVE. And sometimes you have to sacrifice doing 1 thing to do something else (making choices). This is what i call engaging gameplay.
Azherae wrote: » Githal wrote: » Example is the Disc Priest in WOW. Where you have : * heals * shields * cleanse/mass cleanse * 2 spells for move speed increase (single target) * 1 grip that pulls ally to your location (single target) * fear (cc) * debuff enemies * Dot dmg over time spells to help dps (and the dps is not that low btw) * Buff that increase a single target ally cast speed by a lot * spells to reduce dmg taken by ally (single target) * drain mana from enemy * reduce enemy attack range * mind control (something like cc where your character also cant fight) As you can imagine there is always something you will have to be doing in every group be it PVP or PVE. And sometimes you have to sacrifice doing 1 thing to do something else (making choices). This is what i call engaging gameplay. Why wouldn't the same gameplay type happen with just buffs alone, then? The thing that makes you change buffs is the variety in the situation faced. If the situation has enough variety, then you're always making choices and sacrificing doing 1 thing to do something else. WOW tended to not have so much variety of that type at first, so the Disc Priest also had time to heal/shield (or really, needed to have that responsibility too or it'd be less engaging). So any game where the Bard has that many choices to make is fine, right?
Githal wrote: » Example is the Disc Priest in WOW. Where you have : * heals * shields * cleanse/mass cleanse * 2 spells for move speed increase (single target) * 1 grip that pulls ally to your location (single target) * fear (cc) * debuff enemies * Dot dmg over time spells to help dps (and the dps is not that low btw) * Buff that increase a single target ally cast speed by a lot * spells to reduce dmg taken by ally (single target) * drain mana from enemy * reduce enemy attack range * mind control (something like cc where your character also cant fight) * also big cd spell that converts healing enemy target receives into dmg for short duration As you can imagine there is always something you will have to be doing in every group be it PVP or PVE. And sometimes you have to sacrifice doing 1 thing to do something else (making choices). This is what i call engaging gameplay.
Githal wrote: » And also for me the word "support" does not mean "buffs". For me it means filling gaps where the group is lacking. Like support the team in different situations by different ways so the group go forward. So a support should be a jack of all trades
Noaani wrote: » Githal wrote: » Example is the Disc Priest in WOW. Where you have : * heals * shields * cleanse/mass cleanse * 2 spells for move speed increase (single target) * 1 grip that pulls ally to your location (single target) * fear (cc) * debuff enemies * Dot dmg over time spells to help dps (and the dps is not that low btw) * Buff that increase a single target ally cast speed by a lot * spells to reduce dmg taken by ally (single target) * drain mana from enemy * reduce enemy attack range * mind control (something like cc where your character also cant fight) * also big cd spell that converts healing enemy target receives into dmg for short duration As you can imagine there is always something you will have to be doing in every group be it PVP or PVE. And sometimes you have to sacrifice doing 1 thing to do something else (making choices). This is what i call engaging gameplay. Hate to break it to you - that isn't support. All of that is what would be standard on most PvE MMORPG healers that aren't trying to be WoW clones. WoW doesn't have a support role.
Noaani wrote: » Githal wrote: » And also for me the word "support" does not mean "buffs". For me it means filling gaps where the group is lacking. Like support the team in different situations by different ways so the group go forward. So a support should be a jack of all trades This isn't what the support role is though. The support role in MMORPG's has been a specific thing since the 90's. You don't get to just make your own defintion up. By your definition, if a group doesn't have a tank, then a tank is a support role as it is filling a gap that the group has. Jack of all trades is also a role that a small number of MMORPG's have had since the 90's, and is distinct from the support role. The jack of all trades is often filled by a pet class in the very few games that have it, though not always.
Githal wrote: » Well a jack of all trades means that you cant fill a missing role completely. Like a summoner cant be main tank, But he can be off tank. You cant be a DPS, but you can help with doing dmg. You cant be a main healer of the group, but in some situations you will stop doing anything else and heal the party and help the cleric
Halae wrote: » Githal wrote: » Well a jack of all trades means that you cant fill a missing role completely. Like a summoner cant be main tank, But he can be off tank. You cant be a DPS, but you can help with doing dmg. You cant be a main healer of the group, but in some situations you will stop doing anything else and heal the party and help the cleric I feel the need to note that this might not necessarily be true. Summoner in AoC is meant to be the Jack, yes, but because of the way Steven has commented on them, and the way they'll be accepting the class system, they'll apparently be almost all the way to being a full option for the role their class gives them, whether that be healer, support, DPS, or tank. Testing is necessary to see if that bears out, of course, but you can't 'fill a hole' in a party structure without being capable of actually handling that role, and buildcraft helps with that sort of thing. A summoner tank might be able to legitimately play the tank; we just don't know yet how far it'll go, but summoner would be a pretty useless archetype if it couldn't fulfill the role it specializes itself towards. The math still has to work out such that there's never a point where summoners are being turned away from groups just because they're summoners. And before a comment about that comes up, Summoners are going to be specialists, just like other archetypes. That's the nature of how they interact with the class system; if a summoner becomes a Summoner/Cleric to be a necromancer, they'll get death magic and healing abilities, per the cleric, which will buff up what healing capability they already have. Choosing Summoner/Tank to become a Brood Warden means your already tanky pet option is going to become even more so, maybe capable of actually holding aggro and doing CCs. A summoner also can't swap their class on a dime - a brood warden is stuck as a brood warden, and can't swap to being a DPS class without a lengthy trip back to town and, likely, a costly respect. If you have a brood warden, you have a tank, full stop. You might have a DPS and Healer pet option for when you're not using your tank pet, but you ARE playing a tank at that point, it's just whether you're in tank stance or DPS stance.