
Originally Posted by
Lohi
The point is that this new system is reducing the utility of some classes. Sure it's simpler, but that means game play becomes more simplistic, we fall back towards old school tank/heal/dps with anything else in the room being awkward. And flat out, it is much less fun to specialize for these support classes.
I have one of every class! If I want to specialize in DPS then I will log onto a DPS class instead.
I don't think thats true at all. every class will have a more "solo" freindly line. but that doesn't mean that we'll fall into the holy trinity.
going back to twitter chat ages ago, they blaimed the easy content on there current form of classes being too hybrid, doing too much, or being to open ended. I think that means that dps have too much survival, tanks aggro management is too easy, and many more. I expect tanks will focus more on survival then aggro now, you might need a champ/burg/yellow warden/yellow hunter/blue LM or something else to be an aggro management class in the group. with group survival nurfed as everyone needs to be more pure, we might need a debuffer more to support extra damage and keep non-tanks alive. it'll be more of a focus of group synergy than before.
we need simpler classes so each to fill it's own roll instead of now with classes doing so much making the depth of grouping is too easy. we have 6 people in a group, there are 9 classes with 27 sub classes. all there doing is defineing the sub classes so each class can be 3 rolls, but not all at once.
next to tank/heal/dps/support, there is many more sub-sections.
- defensive tank, aggro tank, aoe tank, off-tank, debuff turtle
- moral/main healer, power healer,off-healer, aoe healer, bubble healer(overhealing),
- melee single target dps, melee aoe dps, ranged single target dps, ranged aoe,
- offencive buffs, defencive buffs, inc damage debuffs, reduced damage debuffs, CC/slows/roots/stuns/fears, intterupter, corruption remover, fellowship cooldowns(group savers), in-combat rezzes, out-of-combat rez, aggro management
now if you look at that (ofc I might have missed some) for each spec, pick 1 roll (tank/heal/support) then pick in it's list (only 1 for tank/heal/dps maybe 2/3 for support), and you've got a hint at what your spec line will probably be like.
then you've got some mechanisms that I should mention
- pet classes, focus/feavour, gambit system, attunement system, reactive (offencive or defensive), stealth, ballad system, positional
other systems that better define rolls/mechanics/rolls
- burst or sustain/dots
- aura's or floor placed mechanics
- hots or burst
- inductions or instant cast
- mobile or still
there are so many combinations. will so much more defined specs and more "pure" classes that can do 3 differant aspects but not all at once, there will be a large amount of depth in choosing the right line for the right instances. and most importantly, it'll be quite easy for turbine to see how a new class could fit in, and how to truely balance content to what our classes can do.
Level 140: Burg, Captain, Guard, Brawler, Hunter, Lore-Master, Minstrel, Champ, Warden, Rune-Keeper, Beorning