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#742
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Anyway, way too many of my sig banners in this thread already.
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Last edited by t0lkien; 08-06-2013 at 12:28 AM..
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#743
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On this point, roles feed into archetypes (and visa versa). It's not just the mechanics you are dealing with, but the fantasy of embodying a certain archetype. The Ranger class exists because of the fantasy created by Tolkien in LoTR. The Fighter/Warrior is as old as mythology itself and in RPGs is heavily influenced by the Conan stories. Good class design embodies strong archetypes which create strong and satisfying gameplay mechanics, and coincidentally meaningful gameplay roles. It's all interconnected. Games that don't create or embody compelling archetypes loose a great deal. These are RPGs after all.
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#744
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![]() No biggie I'm just trying to find a way to explain that its not no roles and roles. It's X content can be done with all damage dealers, but is probably a lot easier with a mix of damage, controllers, tanks, and healers.
That's their design intent, whether or not they pull it off is my deciding factor. My overall sense is they're trying to revive the RPG element of MMORPG, considering the genre is more like MMOAction and very little RPG. | ||
Last edited by liveitup1216; 08-06-2013 at 01:07 AM..
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#745
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From an RP point of view, respec'ing on the fly makes no sense to me. You lose all identification with who you are in the world if you can just become something different in an instant. Getting to know other players will be very difficult imo. I guess if the game play is rich enough you will get to know someone for how they play instead of what they play, but I'm skeptical. | |||
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#746
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![]() I'm looking at is as if you're a warrior and come across someone willing to train you in arcane ways (from an RPG perspective), you would be unable to learn it because you decided to be a warrior?
The change in gear/weapons is an RP conundrum, but abilities wise it fits. Keep in mind their goal is that these things will take time and effort. You don't just grind and plug points into an ability tree. You have to literally train to learn a single spell, or seek out hidden groves and trainers and tomes that are randomly generated. Also assuming your RP choices allows. If you're a unlawful you won't become a paladin. Some race/class/faction restrictions may come into play as well. (according to the dev panel) | ||
Last edited by liveitup1216; 08-06-2013 at 01:19 AM..
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#747
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![]() IDK: my opinion on the removal of roles is that it's about damn time.
The only difference between tanking and melee dps is which side of the mob you stand on. In terms of gameplay, you're basically just a melee dps who gets attacked, and the only thing that this really affects is what stats you choose to focus on when building your character. The last time aggro management was part of tank gameplay in any mmo ever pretty much WAS classic eq. Not the case anymore in any mmo since--shit, in wow, tanks literally do as much as or more dps than actual dps. healing on the other hand was a unique role and to some degree i understand people who lament its' loss as a dedicated role but it's not as though support isn't a part ofthings anymore. It just doesn't consist of sitting around doing nothing waiting for someone to take damage while you stare at health bars. | ||
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#748
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![]() People who are lamenting it's loss are the ones who haven't realized it's still in the game.
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#749
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#750
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boom youre a tank. | |||
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