playsforfun wrote: »they'll never be balance if they keep implementing things then going back on them because people crying on the forums that they're being brought level with the other classes, if they've got a plan they should go with it and stick to it.
playsforfun wrote: »they'll never be balance if they keep implementing things then going back on them because people crying on the forums that they're being brought level with the other classes, if they've got a plan they should go with it and stick to it.
That's fine if their plan makes sense and is logically consistent. But saying you want all classes to be able to perform all roles and then add yet another class specific healing line contradicts that.
playsforfun wrote: »they'll never be balance if they keep implementing things then going back on them because people crying on the forums that they're being brought level with the other classes, if they've got a plan they should go with it and stick to it.
That's fine if their plan makes sense and is logically consistent. But saying you want all classes to be able to perform all roles and then add yet another class specific healing line contradicts that.
playsforfun wrote: »they'll never be balance if they keep implementing things then going back on them because people crying on the forums that they're being brought level with the other classes, if they've got a plan they should go with it and stick to it.
That's fine if their plan makes sense and is logically consistent. But saying you want all classes to be able to perform all roles and then add yet another class specific healing line contradicts that.
There is nothing contradictory or at conflict between having some classes with dedicated healing skill lines (others not) and the design goal of having all classes being able to perform all roles.
As they stated yesterday - perform all roles does (sic adequately) not mean equally.
If all classes with the right build and the right gear and the right specs can be a good enough healer or dps or tank for all the normal" content, be good enough at some of those roles (but not all those roles for hard mode leaderboard stuff) and kind of mix it up in the vet level content - that is mission accomplished IMO.
Right now it seems they can.
playsforfun wrote: »they'll never be balance if they keep implementing things then going back on them because people crying on the forums that they're being brought level with the other classes, if they've got a plan they should go with it and stick to it.
That's fine if their plan makes sense and is logically consistent. But saying you want all classes to be able to perform all roles and then add yet another class specific healing line contradicts that.
There is nothing contradictory or at conflict between having some classes with dedicated healing skill lines (others not) and the design goal of having all classes being able to perform all roles.
As they stated yesterday - perform all roles does (sic adequately) not mean equally.
If all classes with the right build and the right gear and the right specs can be a good enough healer or dps or tank for all the normal" content, be good enough at some of those roles (but not all those roles for hard mode leaderboard stuff) and kind of mix it up in the vet level content - that is mission accomplished IMO.
Right now it seems they can.
Then what's the point of having classes?
playsforfun wrote: »they'll never be balance if they keep implementing things then going back on them because people crying on the forums that they're being brought level with the other classes, if they've got a plan they should go with it and stick to it.
That's fine if their plan makes sense and is logically consistent. But saying you want all classes to be able to perform all roles and then add yet another class specific healing line contradicts that.
There is nothing contradictory or at conflict between having some classes with dedicated healing skill lines (others not) and the design goal of having all classes being able to perform all roles.
As they stated yesterday - perform all roles does (sic adequately) not mean equally.
If all classes with the right build and the right gear and the right specs can be a good enough healer or dps or tank for all the normal" content, be good enough at some of those roles (but not all those roles for hard mode leaderboard stuff) and kind of mix it up in the vet level content - that is mission accomplished IMO.
Right now it seems they can.
Then what's the point of having classes?
Well the debate between class and freeform is as old as the first rpg if not earlier - and here i mean pen and paper not pixels. its been hashed over many times and each has its merits to some and its deficits to others. there is no "right" or "wrong" answer to it.
Saying "whats the point of classes" is like saying "whats the point of weapon skill lines" or "whats the point of mage skill lines" or "whats the point of races"... those pre-fab packages mostly help define the world and give it flavor.
Some of the benefits for classes CAN include but do not always depending on implementation and content:
Easier start-up and guidance especially for the newcomer or casual.
- Immersions and explanation about the world - if the classes incorporate elements of it.
- Can balance at "the unit level" (class) instead of at "the element level" (skill) which opens up balance possibilities and combo not necessarily available if classes (or some other "unit" grouping) is used. A given "skill" for instance can be superior on one class than its counterpart on another if the rest of the class features help to balance things out.
these are just a few. Note however that there are tons of stops along the railway between the "solid rigid class" system and the "no class all elemental" system and so its often as not a bit of both - like ESO is.
Some people would see a completely "skill based" system where you could pick any skill and any passive as "just a class system in disguise" seeing "skill" as just a smaller class and wanting to be able to build a coldFX-ranged-defile-pull-to-me instead of being limited to what the skills have pre-packaged together.
But basically what you have is the largest scale "unit" is your character.
within that you can select a number of sub-units: class-weapon-attributes-guild-lines etc and then within those packages you construct your final avatar...
In ESO they have chosen it seems to make almost all the content and roles manageable by any class in any role... but still leave some "better performance" levels for the higher end vet and hard mode leaderscore based chases - seems fair to me.
Kiralyn2000 wrote: »
ComboBreaker88 wrote: »
Giles.floydub17_ESO wrote: »ComboBreaker88 wrote: »
Not necessarily. Not everyone is into min-maxing. Not even the majority of people are.
However, allowing more freedom (even an illusion of freedom) is always a harder design choice. And to have all skill lines available to everyone, the devs must face unpredictable outcomes everyday. In a MMO you do want to avoid most of the extreme outcomes (in single player games it does not matter a player can one-shot the end game boss, though).
So the most reasonable choice is to limit players in some fashion, reducing the design difficulty. Well, and they can justify it by thinking "MMO players love to have classes (and a dumbed down RPG system)."
An illusion of freedom is not freedom. Using the term illusion itself acknowledges it and makes everything else you said questionable at best.
Further, you comment about min-maxing is debatable. Considering all the threads that pop up about someone not being able to raid with a group or guild because they did not use a meta build is really about them not producing the DPS the group wants. Basically, eliminating classes, for the few that want such a thing, would hem more people into specific builds so they can do what they want.
More importantly, those the spread between those who choose to not play any of the top builds or anything close would increase pushing the more casual player further down the ladder. All in the name of an Illusion of Freedom.
It certainly feels this way. I think it's more of a problem with their logic. Their foundation is flawed so everything built on top of it will be unstable.
playsforfun wrote: »they'll never be balance if they keep implementing things then going back on them because people crying on the forums that they're being brought level with the other classes, if they've got a plan they should go with it and stick to it.
That's fine if their plan makes sense and is logically consistent. But saying you want all classes to be able to perform all roles and then add yet another class specific healing line contradicts that.
There is nothing contradictory or at conflict between having some classes with dedicated healing skill lines (others not) and the design goal of having all classes being able to perform all roles.
As they stated yesterday - perform all roles does (sic adequately) not mean equally.
If all classes with the right build and the right gear and the right specs can be a good enough healer or dps or tank for all the normal" content, be good enough at some of those roles (but not all those roles for hard mode leaderboard stuff) and kind of mix it up in the vet level content - that is mission accomplished IMO.
Right now it seems they can.
Then what's the point of having classes?
Well the debate between class and freeform is as old as the first rpg if not earlier - and here i mean pen and paper not pixels. its been hashed over many times and each has its merits to some and its deficits to others. there is no "right" or "wrong" answer to it.
Saying "whats the point of classes" is like saying "whats the point of weapon skill lines" or "whats the point of mage skill lines" or "whats the point of races"... those pre-fab packages mostly help define the world and give it flavor.
Some of the benefits for classes CAN include but do not always depending on implementation and content:
Easier start-up and guidance especially for the newcomer or casual.
- Immersions and explanation about the world - if the classes incorporate elements of it.
- Can balance at "the unit level" (class) instead of at "the element level" (skill) which opens up balance possibilities and combo not necessarily available if classes (or some other "unit" grouping) is used. A given "skill" for instance can be superior on one class than its counterpart on another if the rest of the class features help to balance things out.
these are just a few. Note however that there are tons of stops along the railway between the "solid rigid class" system and the "no class all elemental" system and so its often as not a bit of both - like ESO is.
Some people would see a completely "skill based" system where you could pick any skill and any passive as "just a class system in disguise" seeing "skill" as just a smaller class and wanting to be able to build a coldFX-ranged-defile-pull-to-me instead of being limited to what the skills have pre-packaged together.
But basically what you have is the largest scale "unit" is your character.
within that you can select a number of sub-units: class-weapon-attributes-guild-lines etc and then within those packages you construct your final avatar...
In ESO they have chosen it seems to make almost all the content and roles manageable by any class in any role... but still leave some "better performance" levels for the higher end vet and hard mode leaderscore based chases - seems fair to me.
This just leads to everyone being mediocre at everything and no one great at anything. The class unit is not needed if you can perform all roles adequately for the majority of the content with the abilities available to everyone, i.e weapon, mages guild etc. They want every player from the shiniest noob to the most salty grizzled vet to be able to perform all roles, ok. Then get rid of class restrictions and make all skills available to everyone(which I'm not advocating). Then they will be closer to the balance they envision.
ComboBreaker88 wrote: »
So if you give everyone all options there are no options?
starkerealm wrote: »Lord_Dexter wrote: »All classes should never fit all role,
This is just killing gameplay variety!
Not necessarily.
If every class is approaching each role in the same way, and is just a pallet swap, then yeah, that eats variety. However, if each class has different tools to approach each role, two classes can still fulfill the same role.
For example, you can have a class that tanks by healing off the damage. You can have a tank that avoids taking damage (EDIT: literally, dodging out of the way). You can have a tank that generates temporary health to act as a shield for incoming attacks. You can have a tank that gains additional damage mitigation as the fight progresses, meaning they take less damage from each hit. You can have a retaliation tank, who still takes damage, but then deals it right back into the enemy. You can have a minion tank, where the actual tanking is done by their summons, and they support them. You can have a control tank, that locks up enemy movement or attacks, and keeps their enemies out of reach.
There are a lot of ways to tank. Just like there are a lot of ways to heal, or DPS. So each class could fill all three roles in radically different ways, maintaining gameplay variety. Problem is, ESO doesn't really do that... but it could.
I think we have a disconnect. I agree, you did not say that a benefit to classes is it makes people greater at x, y or z. I said very specifically that I am not advocating for class removal(see the bold and italicized above). What I said was that if they did get rid of classes and put all abilities in a pool for everyone to use that it would get them closer to their vision for the game. I happen to disagree with their vision but was willing to see if they could achieve it. They've had since launch and have yet to succeed and I think it's time for them to give up that vision. I don't have a problem with classes or some classes being better at certain aspects than others. Some agree, some don't. And I definitely don't want dw users to have rally or stamsorcs to have breath of life. I hope that provides clarification.playsforfun wrote: »they'll never be balance if they keep implementing things then going back on them because people crying on the forums that they're being brought level with the other classes, if they've got a plan they should go with it and stick to it.
That's fine if their plan makes sense and is logically consistent. But saying you want all classes to be able to perform all roles and then add yet another class specific healing line contradicts that.
There is nothing contradictory or at conflict between having some classes with dedicated healing skill lines (others not) and the design goal of having all classes being able to perform all roles.
As they stated yesterday - perform all roles does (sic adequately) not mean equally.
If all classes with the right build and the right gear and the right specs can be a good enough healer or dps or tank for all the normal" content, be good enough at some of those roles (but not all those roles for hard mode leaderboard stuff) and kind of mix it up in the vet level content - that is mission accomplished IMO.
Right now it seems they can.
Then what's the point of having classes?
Well the debate between class and freeform is as old as the first rpg if not earlier - and here i mean pen and paper not pixels. its been hashed over many times and each has its merits to some and its deficits to others. there is no "right" or "wrong" answer to it.
Saying "whats the point of classes" is like saying "whats the point of weapon skill lines" or "whats the point of mage skill lines" or "whats the point of races"... those pre-fab packages mostly help define the world and give it flavor.
Some of the benefits for classes CAN include but do not always depending on implementation and content:
Easier start-up and guidance especially for the newcomer or casual.
- Immersions and explanation about the world - if the classes incorporate elements of it.
- Can balance at "the unit level" (class) instead of at "the element level" (skill) which opens up balance possibilities and combo not necessarily available if classes (or some other "unit" grouping) is used. A given "skill" for instance can be superior on one class than its counterpart on another if the rest of the class features help to balance things out.
these are just a few. Note however that there are tons of stops along the railway between the "solid rigid class" system and the "no class all elemental" system and so its often as not a bit of both - like ESO is.
Some people would see a completely "skill based" system where you could pick any skill and any passive as "just a class system in disguise" seeing "skill" as just a smaller class and wanting to be able to build a coldFX-ranged-defile-pull-to-me instead of being limited to what the skills have pre-packaged together.
But basically what you have is the largest scale "unit" is your character.
within that you can select a number of sub-units: class-weapon-attributes-guild-lines etc and then within those packages you construct your final avatar...
In ESO they have chosen it seems to make almost all the content and roles manageable by any class in any role... but still leave some "better performance" levels for the higher end vet and hard mode leaderscore based chases - seems fair to me.
This just leads to everyone being mediocre at everything and no one great at anything. The class unit is not needed if you can perform all roles adequately for the majority of the content with the abilities available to everyone, i.e weapon, mages guild etc. They want every player from the shiniest noob to the most salty grizzled vet to be able to perform all roles, ok. Then get rid of class restrictions and make all skills available to everyone(which I'm not advocating). Then they will be closer to the balance they envision.
@Jamascus
You quote my post but i cant see that you read it as much as just used *** to launch an anti-class minifesto.
As i said the debates between those who see classes as good here or those who see classes as bad there and all those between is not one I see with a right or a wrong - it is a matter of flavor, preference or belief as much as anything more concrete.
Anybody reading my post would see i did not list "making people greater at..." in my list of benefits classes can provide.
Whether there are classes or are not classes is irrelevant to that aspect or for that matter whatever you use to define great.
Whether there are classes or not has nothing to do with whether every player can adequately perform every role.
You seem to be set on arguing that straw man.
I will admit to being curious... if we do not need "class units" which package together a variety of skills and passives... why do you feel we need "weapon units" which do the same or the various guild units? Why do we need the alliance war unit with its two skills lines and passives?
Why do we need skill lines for that matter?
Drawing the line between "packaged units are good" and "packaged units are bad" at specifically classes seems to be a ppoint you believe is correct but i dont see why? isn't keeping rally out of the hands of dw users as bad as keeping BoL out of the hands of stamsorcs?
I think we have a disconnect. I agree, you did not say that a benefit to classes is it makes people greater at x, y or z. I said very specifically that I am not advocating for class removal(see the bold and italicized above). What I said was that if they did get rid of classes and put all abilities in a pool for everyone to use that it would get them closer to their vision for the game. I happen to disagree with their vision but was willing to see if they could achieve it. They've had since launch and have yet to succeed and I think it's time for them to give up that vision. I don't have a problem with classes or some classes being better at certain aspects than others. Some agree, some don't. And I definitely don't want dw users to have rally or stamsorcs to have breath of life. I hope that provides clarification.playsforfun wrote: »they'll never be balance if they keep implementing things then going back on them because people crying on the forums that they're being brought level with the other classes, if they've got a plan they should go with it and stick to it.
That's fine if their plan makes sense and is logically consistent. But saying you want all classes to be able to perform all roles and then add yet another class specific healing line contradicts that.
There is nothing contradictory or at conflict between having some classes with dedicated healing skill lines (others not) and the design goal of having all classes being able to perform all roles.
As they stated yesterday - perform all roles does (sic adequately) not mean equally.
If all classes with the right build and the right gear and the right specs can be a good enough healer or dps or tank for all the normal" content, be good enough at some of those roles (but not all those roles for hard mode leaderboard stuff) and kind of mix it up in the vet level content - that is mission accomplished IMO.
Right now it seems they can.
Then what's the point of having classes?
Well the debate between class and freeform is as old as the first rpg if not earlier - and here i mean pen and paper not pixels. its been hashed over many times and each has its merits to some and its deficits to others. there is no "right" or "wrong" answer to it.
Saying "whats the point of classes" is like saying "whats the point of weapon skill lines" or "whats the point of mage skill lines" or "whats the point of races"... those pre-fab packages mostly help define the world and give it flavor.
Some of the benefits for classes CAN include but do not always depending on implementation and content:
Easier start-up and guidance especially for the newcomer or casual.
- Immersions and explanation about the world - if the classes incorporate elements of it.
- Can balance at "the unit level" (class) instead of at "the element level" (skill) which opens up balance possibilities and combo not necessarily available if classes (or some other "unit" grouping) is used. A given "skill" for instance can be superior on one class than its counterpart on another if the rest of the class features help to balance things out.
these are just a few. Note however that there are tons of stops along the railway between the "solid rigid class" system and the "no class all elemental" system and so its often as not a bit of both - like ESO is.
Some people would see a completely "skill based" system where you could pick any skill and any passive as "just a class system in disguise" seeing "skill" as just a smaller class and wanting to be able to build a coldFX-ranged-defile-pull-to-me instead of being limited to what the skills have pre-packaged together.
But basically what you have is the largest scale "unit" is your character.
within that you can select a number of sub-units: class-weapon-attributes-guild-lines etc and then within those packages you construct your final avatar...
In ESO they have chosen it seems to make almost all the content and roles manageable by any class in any role... but still leave some "better performance" levels for the higher end vet and hard mode leaderscore based chases - seems fair to me.
This just leads to everyone being mediocre at everything and no one great at anything. The class unit is not needed if you can perform all roles adequately for the majority of the content with the abilities available to everyone, i.e weapon, mages guild etc. They want every player from the shiniest noob to the most salty grizzled vet to be able to perform all roles, ok. Then get rid of class restrictions and make all skills available to everyone(which I'm not advocating). Then they will be closer to the balance they envision.
@Jamascus
You quote my post but i cant see that you read it as much as just used *** to launch an anti-class minifesto.
As i said the debates between those who see classes as good here or those who see classes as bad there and all those between is not one I see with a right or a wrong - it is a matter of flavor, preference or belief as much as anything more concrete.
Anybody reading my post would see i did not list "making people greater at..." in my list of benefits classes can provide.
Whether there are classes or are not classes is irrelevant to that aspect or for that matter whatever you use to define great.
Whether there are classes or not has nothing to do with whether every player can adequately perform every role.
You seem to be set on arguing that straw man.
I will admit to being curious... if we do not need "class units" which package together a variety of skills and passives... why do you feel we need "weapon units" which do the same or the various guild units? Why do we need the alliance war unit with its two skills lines and passives?
Why do we need skill lines for that matter?
Drawing the line between "packaged units are good" and "packaged units are bad" at specifically classes seems to be a ppoint you believe is correct but i dont see why? isn't keeping rally out of the hands of dw users as bad as keeping BoL out of the hands of stamsorcs?
Giles.floydub17_ESO wrote: »If the goal is any class should be able to heal as well as a templar then why can't a templar do other roles as well as another class? There doesn't seem to be this rush to make them better tanks or dps so why go after their healing role? So far, they've just nerfed their healing role but left them subpar in the others. Have I missed where they tank as well as a dragonknight or damage as well as a sorcerer. And nightblades, what happen there?
@Galwylin
Templars are solid tanks and do decent DPS. A Templar has tanked multiple clears of the hardest PvE content in the game and Templars are still seen in very solid core teams clearing the same content.
I've said that since beta... just get rid of classes. Make all abilities available to everyone. Solves ALL balance issues and allows for endless amounts of diversity.
Not true, it would cause all stam dps to be one thing, all magicka dps to be one thing, all healers to be one thing, and maybe a few kinds of tanks. Balance would be there, but diversity would go out the window. People will find the best spec for each setup (stam, mag, and healing), and instead of 8 different dps specs, one for each focus on each class, we would have 2 dps specs.
It's bad enough to have FOTM meta roles swarming the servers, even with the 4 classes and limited action bars. Can you even imagine the copy and paste we'd be seeing if they actually implemented the traditional Elder Scrolls character parameters? This game would be boring as hell. An MMO requires some variation and limitation as compared to the single player versions of this franchise. Much as I would like the freedom to do that. Much as I appreciate that in the SP games, I think this would harm ESO irreparably.