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Originally Posted by liveitup1216
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You can do that still according to the dev panel. You can play a highly specialized support and still be wanted. They're taking away the need to always have a tank/healer/support/dps through playstyle and the advanced AI combat.
If you want to play straight up super support you can. You can still heal, or tank too. Just not in the same way as "all I'm doing is spamming heals" or "all I'm doing is keeping threat and hitting cooldowns on big damage".
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Guys, this is all spin. By their own admission nothing has been concretely designed yet. What do you think they are going to say? They are the only ones to ever think of or say or try this stuff through all the many pen & paper systems and CRPG games that have ever existed till now right? The entire world of combat mechanics has been waiting for SOE to finally step in and create the perfect solution. Because you can both remove roles and maintain them in the SOE alternate universe that exists at keynotes and dev panels. In this universe where normal logic and cause and effect apply, for those of us who have actually tried to build what they are confidently hyperbolizing over and watched others try to do to the tune of many years and many many millions of dollars and more than several now defunct games companies, it's surprisingly enough not possible to do and not do something simultaneosly.
They are going to trip over their own rhetoric at some point, and deliver a game that is one thing or the other (and from the look of their arcade/action combat graphics, it's going to be the other). That or it will fail in both regards and be something ineffectually inbetween. The rules of min/maxing and player ingenuity guarantee this outcome. Heck, their obvious reliance upon and borrowing from other games makes it inevitable.
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Originally Posted by Trojanman
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I love the art direction. As a visual effects artist and television producer, I think the use of color and mood are very appealing. I think a lot of people that disagree don't know what they actually want, and were ready to say it was crap before ever seeing it. Gamers make poor game designers.
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With respect to your experience, I couldn't disagree more. A designer is always a gamer first. If not, he/she has no business designing anything. I've worked with more than a few and some of them have sunk entire projects with their ignorance and total lack of context. I say the same thing about artists, animators, coders, and sound guys in games - they should all be avid game players. Artists particularly run the risk of focussing on artistic minutiae and personal aesthetic to the detriment of the game as a whole. Back in the day it was people who loved games who worked on them, and that love matters in so many ways in all areas of game development. It informs everything from gameplay mechanics to decisions on code structure, colour palettes, character movement, and whether or not to implement a cash store. It's not that way anymore, and it shows IMO.