Garrtok wrote: » A problem might be, that you can always roll for need on a rate items cause it could fit your super creative build and no one could argue about that.
ExiledByrd wrote: » A lot of class skills dont even work with certain weapons. I'm looking at you ranger. I'm more curious how they are supposed to use anything except what the class is designed for.
Garrtok wrote: » nanfoodle wrote: » Because it let's you make your own class like DnD. Great things like battle mages. Clerics designed got back line support or a Cleric that is tuned for frount Line battle support. You can wear all armor types as well But whyyyy is the question? Is the game supporting such builds? Just based on the weapon you don't change to a melee focused mage. In guild wars for example it's easily possible
nanfoodle wrote: » Because it let's you make your own class like DnD. Great things like battle mages. Clerics designed got back line support or a Cleric that is tuned for frount Line battle support. You can wear all armor types as well
Garrtok wrote: » Depraved wrote: » Garrtok wrote: » RedLeader wrote: » I doubt that every node will have the ability (the artisans or the materials) to make the very best weapons of every type. I think achieving the exact build you want, with the most synergistic augments possible, is going to take many years, and maybe even a few relocations. you are going to have to grow the right nodes and the right POIs in exactly the right way, to get the mats for the BIS gear/weapons, work on the right religion, grow your node of the right type in the right way and so on. most of us are going to have to make trade-offs for the first year or so. It isn't going to be zerg these 7 POIs and then wait for the expansion. Can we maybe talk about what they showed and not about some theoretical one day maybe stuff? it's not theoretical. they already said that you wont have all crafting stations in every node. majors will decide what to set up and IIRC its 2 per node. with that mind, there will only be 5 metros, therefore 10 stations. there are 8 crafting professions, so if metros repeat stations, some players wont be able to craft t5 stuff until those nodes are destroyed or change the stations. it could take a while. its this way until intrepid changes things But how are good crafting stations related to the topic at all?
Depraved wrote: » Garrtok wrote: » RedLeader wrote: » I doubt that every node will have the ability (the artisans or the materials) to make the very best weapons of every type. I think achieving the exact build you want, with the most synergistic augments possible, is going to take many years, and maybe even a few relocations. you are going to have to grow the right nodes and the right POIs in exactly the right way, to get the mats for the BIS gear/weapons, work on the right religion, grow your node of the right type in the right way and so on. most of us are going to have to make trade-offs for the first year or so. It isn't going to be zerg these 7 POIs and then wait for the expansion. Can we maybe talk about what they showed and not about some theoretical one day maybe stuff? it's not theoretical. they already said that you wont have all crafting stations in every node. majors will decide what to set up and IIRC its 2 per node. with that mind, there will only be 5 metros, therefore 10 stations. there are 8 crafting professions, so if metros repeat stations, some players wont be able to craft t5 stuff until those nodes are destroyed or change the stations. it could take a while. its this way until intrepid changes things
Garrtok wrote: » RedLeader wrote: » I doubt that every node will have the ability (the artisans or the materials) to make the very best weapons of every type. I think achieving the exact build you want, with the most synergistic augments possible, is going to take many years, and maybe even a few relocations. you are going to have to grow the right nodes and the right POIs in exactly the right way, to get the mats for the BIS gear/weapons, work on the right religion, grow your node of the right type in the right way and so on. most of us are going to have to make trade-offs for the first year or so. It isn't going to be zerg these 7 POIs and then wait for the expansion. Can we maybe talk about what they showed and not about some theoretical one day maybe stuff?
RedLeader wrote: » I doubt that every node will have the ability (the artisans or the materials) to make the very best weapons of every type. I think achieving the exact build you want, with the most synergistic augments possible, is going to take many years, and maybe even a few relocations. you are going to have to grow the right nodes and the right POIs in exactly the right way, to get the mats for the BIS gear/weapons, work on the right religion, grow your node of the right type in the right way and so on. most of us are going to have to make trade-offs for the first year or so. It isn't going to be zerg these 7 POIs and then wait for the expansion.
Garrtok wrote: » Pendragxn wrote: » I can’t wait to play a battle mage with some cool 2-handed melee weapons like a spear or halberd. It’d be pretty awesome to be clapping people with a trident or something similar. Being able to mix it up with different weapon styles is going to be sweet. I really like the weapon skill system too—it seems like a solid way to offer more freedom and diversity in player builds. The ability to wear any armor type and use any weapon is definitely a bonus, allowing for more dynamic gameplay. It feels like it’ll let players experiment and find their own unique playstyle. But until now there is nothing shown to support this.
Pendragxn wrote: » I can’t wait to play a battle mage with some cool 2-handed melee weapons like a spear or halberd. It’d be pretty awesome to be clapping people with a trident or something similar. Being able to mix it up with different weapon styles is going to be sweet. I really like the weapon skill system too—it seems like a solid way to offer more freedom and diversity in player builds. The ability to wear any armor type and use any weapon is definitely a bonus, allowing for more dynamic gameplay. It feels like it’ll let players experiment and find their own unique playstyle.
Pendragxn wrote: » The best approach would likely be to separate weapon skills and class skills. Technically, a class is the combination of two archetypes. So, a fighter, rogue, or mage isn’t a fully defined class until combined with a secondary archetype, forming something like a beast master or paladin. Class skills could use augments to enhance abilities, though the application of augments to weapon skills is less clear. Ideally, they should avoid implementing a system like Throne and Liberty, which feels clunky and confusing. The user interface (UI) is poorly designed, to the point where you need a build guide just to figure out how things work.
Garrtok wrote: » CROW3 wrote: » Freedom for folks to experiment and play what they want & how they want without silly restrictions for armor or weapons. You don't get it right? Right now there is no incentive to play something else than your standard weapons. There is no mechanic to play as an melee wizard. You would downgrade yourself massively
CROW3 wrote: » Freedom for folks to experiment and play what they want & how they want without silly restrictions for armor or weapons.
P0GG0 wrote: » locking weapons to classes would really help with visual clarity during fights. i really hate not knowing what i'm facing. but they are alternative was to do that.
ShivaFang wrote: » Yes, this is very much part of it. Any archetype that subs fighter is more likely to want a greatsword (the mage showcase where the dev played with a greatsword talked about how this is the starting point for the feel of the battlemage), and any archetype that subs ranger is probably going to want a bow, even if they don't use it normally. Likewise any archetype that subs mage might fight synergies open up with wand elemental procs that would encourage them to use a wand more than any other primary archetype. Artificial limits are unnecessary. Let people experiment and gravitate to what works or doesn't organically.
CROW3 wrote: » Hehe. Well, on what basis are you claiming there is no incentive? The reason why “there is no mechanic to play as a melee wizard” is that Intrepid has literally released no practical information about secondary archetype augments such that you could make an informed decision about the benefits and drawbacks of a melee wizard. Any class any weapon gives you the freedom to opimize your mage to whatever min/max asymtote you like. It also gives me the freedom to not be bound by your path.
Dygz wrote: » P0GG0 wrote: » locking weapons to classes would really help with visual clarity during fights. i really hate not knowing what i'm facing. but they are alternative was to do that. Why would there be no visual clarity when you see a Tank/Mage wielding a Wand or Bow? You will recognize the Active Skills of the Tank and the Weapon Skills of the Wand or Bow. What's not clear about that?
CROW3 wrote: » Garrtok wrote: » CROW3 wrote: » Freedom for folks to experiment and play what they want & how they want without silly restrictions for armor or weapons. You don't get it right? Right now there is no incentive to play something else than your standard weapons. There is no mechanic to play as an melee wizard. You would downgrade yourself massively Hehe. Well, on what basis are you claiming there is no incentive? The reason why “there is no mechanic to play as a melee wizard” is that Intrepid has literally released no practical information about secondary archetype augments such that you could make an informed decision about the benefits and drawbacks of a melee wizard. Any class any weapon gives you the freedom to opimize your mage to whatever min/max asymtote you like. It also gives me the freedom to not be bound by your path.
P0GG0 wrote: » Dygz wrote: » P0GG0 wrote: » locking weapons to classes would really help with visual clarity during fights. i really hate not knowing what i'm facing. but they are alternative was to do that. Why would there be no visual clarity when you see a Tank/Mage wielding a Wand or Bow? You will recognize the Active Skills of the Tank and the Weapon Skills of the Wand or Bow. What's not clear about that? the fact that you took 3 spells before having any clue of who is who? then ur brain has no way of making proper decisions. do you even pvp ?
Lodrig wrote: » I'm of the opinion that Battle Mage just being a mage with a sword is a terrible design and showcases like that were part of the general fear of classes being lame and unimaginative if they are thinking of a class as being a strait frenkenstein of the surface level features of two archetypes. For one it gives us no distinction between a Fighter/Mage and a Mage/Fighter.
Lodrig wrote: » A Fighter/Mage should have an elemental inflused weapon hits linked with combat stances, and a Mage/Fighter should be using spells like Burning hands aka short range quick cast AoE's to litterally 'Pyro' the enemy with. That's how you properly blend the two archetypes into a gestalt while keeping them two inverted classes distinct. Obviously a Mage/Fighter could still weild a sword but it should not be a prerequisite of their skills or abilities, while for the Fighter/Mage dose require a melee weapon because most of the fighter ability set already works that way.
Lodrig wrote: » As weapon types are not archetype restricted (with the annoying Ranger dependency on bow which should be removed by making most skills able to be used in melee) the classes should not either. For example Ranger secondary archetypes should not be introducing bow dependency onto a class. They should focus on things like integrating the Mark/Hunt mechanics, and things like traps, camoflage etc. Where ranged abilities already exist they can be made longer range etc but direct bow dependency should be avoided at all costs.