zintair wrote: » Personally the Archetypes feel like they have a lack of identity / generic. Keep in mind I understand they aren’t classes yet. I was hoping for more in terms of class resource usage, spec options, choices matter. Something that gives the archetype a little flavor from within.
nanfoodle wrote: » I don't get the lack of identity. This game is doing that better then any game made in the past 10+ years. Who Tanks better then the tank? Who heals better then a Cleric? Right, only dedicated healer. Who does ranged DPS and also buffs the team then the ranger? What classes is a pure support role, right just the Bard. Who can flip flop the type of damage they do so you never know what kind of resist you need to deal with it? Right only the Mage. Nm
zintair wrote: » nanfoodle wrote: » I don't get the lack of identity. This game is doing that better then any game made in the past 10+ years. Who Tanks better then the tank? Who heals better then a Cleric? Right, only dedicated healer. Who does ranged DPS and also buffs the team then the ranger? What classes is a pure support role, right just the Bard. Who can flip flop the type of damage they do so you never know what kind of resist you need to deal with it? Right only the Mage. Nm Poor verbiage. A better description is that their abilities / spec paths etc are very generic. Not a lot of room for playstyle choices. It in its current iteration boils down to a difference between a couple abilities and that’s the extent of it. Obviously it’s very early. Just hoping there is more available to choose from even before we get the option to to spec a class. No issues with them filling their roles. I completely agree it’s a solid and a good direction. Just looking for more diverse ways to perform that role.
uzial wrote: » Does any one know what the testing schedule is for the 8 by 8 class subclass matrix will show up? Still hoping since day one. :=)
Flie wrote: » Weapons and the passive skills added to them are the same for every class... - Proc Duration, - Keen Edge, etc. A ranger short bow has the same weapon passives as a mage. The little difference being your class passive adding a Proc on Finisher (if you can get to a Proc I>E> BARD or CLERIC CAST starting your from hit no.1) ... However, I find these on Proc Finishers add very little to class play overall, as they are not class defining enough in my view. Look at GW2 weapons for example (and in my view on of the best MMO implementations of such), where for each class the weapon provided a VERY differenct and unique skill set or skills, for which you then had specific class passive trees that would enhance how your character played. Full Bleed trees, Full Defense trees, Full Regen trees, Bull Buffing trees etc. This also allowed your weapons and weapon sub-skills to be effectively used with your preferred builds and specs. Right now, I could run my Ranger, Bard and Cleric all on the same "short bow", doing the same rinse and repeat generic auto attacks and throwing in a class skill when not on CD... there does not feel like much of a difference in how the weapon use actually plays out for each and every fight. The generic weapon sub-skill tree for all classes needs to be modified such that each class has its own abilities/skills that generate through the different weapon sets. If these games launched and every single class had the same 'weapon' passives - it would be a very boring and flat use of mechanics.