https://youtu.be/nO-OXzn1bhk?si=25r3k_EFquzPMb42manukartofanu wrote: »Сan you clarify—did I hear correctly that they explained we can’t just go and balance the classes and multiclassing, because it’s also a long process, and you can’t simply change the numbers, you also have to communicate with visual specialists?
If you want to change the duration, delay, or speed of any channeled, cast time or projectile skill, you have to work on the animation to match the new duration. Which is likely done by a different team.
But don't read their words so literally. What they mean is that changes to combat can sometimes result in changes having to be done in other areas. Animation, audio, code, server, etc. This is just a normal part of game development.
OK, so after reading this over a few times, I have questions and concerns.I’m struggling to understand how making every single skill line a jack of all trades with desirable traits and passives will somehow magically result in A.) an easy on boarding for any new player—if anything.
OK, so after reading this over a few times, I have questions and concerns.I’m struggling to understand how making every single skill line a jack of all trades with desirable traits and passives will somehow magically result in A.) an easy on boarding for any new player—if anything.
It's already that for the 4 base classes.
Except it's not though. DK clearly has a tanking and DPS tree, even if not explicitly labelled—their healing is all over the place though. Templar has the same, with restoring light (healing), aedric spear (now with an actual charge/taunt), and a mixed dps/ utility line. NB has shadow for tanking, assassination for dps and a clear healing line. Sorc you could say the same although storm calling is just op and best for almost everything.
Sure the four base classes are not as refined as the later three classes, but they're more in line with a three-way split than a jack of all trades approach. They were already moving in this direction as a development team, so it would make more sense to refine this rather than throwing the baby out with the bathwater and going for a complete overhaul from the ground up, which is destined to fail given their balancing track record.
Turtle_Bot wrote: »Except it's not though. DK clearly has a tanking and DPS tree, even if not explicitly labelled—their healing is all over the place though. Templar has the same, with restoring light (healing), aedric spear (now with an actual charge/taunt), and a mixed dps/ utility line. NB has shadow for tanking, assassination for dps and a clear healing line. Sorc you could say the same although storm calling is just op and best for almost everything.
Sure the four base classes are not as refined as the later three classes, but they're more in line with a three-way split than a jack of all trades approach. They were already moving in this direction as a development team, so it would make more sense to refine this rather than throwing the baby out with the bathwater and going for a complete overhaul from the ground up, which is destined to fail given their balancing track record.
Just to clarify, are you saying sorcs lines are cleanly split into the 3 roles? because I really fail to see how that is even remotely possible considering just how many key aspects for each role that each sorc line is missingIf sorcs lines were actually following the 3 roles of tank/heal/DPS, key aspects for each role would be in their respective lines, aspects such as the following:
- armor buff, taunt and tanking niche (teleport) in the tank line
- spammable, DPS named buffs and class DoTs in the DPS line
- heals and group buffs in the healer/support line
However, as we can see below, those key aspects outlined above are clearly not in their respective lines.
Storm Calling (DPS line):
- Has DPS focused aspects such as:
DPS passives, class execute, class AoE DoTs.- Has Non-DPS focused aspects such as:
Armor buff, class HoT and the class AoE CC.- Missing DPS aspects:
Class Spammable (most important DPS aspect), class ST DoTs, Class delayed burst/payoff skill.
Dark Magic (support/tank line?):
- Has Support aspects such as:
Sustain, self healing, group healing, CC abilities- Has Non-support aspects such as:
Class spammable.- Missing support/tank aspects:
Taunt, mitigation/armor buffs/passives, group buffs/debuffs.
Daedric Summoning (support/healer line?)
- Has Tank/heal aspects such as:
Group Buffs, class burst heals, mitigation buffs/effects- Has Non-Tank/heal aspects:
Class ST DoTs, class delayed burst, class DPS ultimate, class source of Major Prophecy/savagery- Missing tank/healer aspects:
Class HoT, class taunt.
OK, so after reading this over a few times, I have questions and concerns.I’m struggling to understand how making every single skill line a jack of all trades with desirable traits and passives will somehow magically result in A.) an easy on boarding for any new player—if anything.
It's already that for the 4 base classes.
Except it's not though. DK clearly has a tanking and DPS tree, even if not explicitly labelled—their healing is all over the place though. Templar has the same, with restoring light (healing), aedric spear (now with an actual charge/taunt), and a mixed dps/ utility line. NB has shadow for tanking, assassination for dps and a clear healing line. Sorc you couldn’t say the same, although storm calling is just op and best for almost everything.
Sure the four base classes are not as refined as the later three classes, but they're more in line with a three-way split than a jack of all trades approach. They were already moving in this direction as a development team, so it would make more sense to refine this rather than throwing the baby out with the bathwater and going for a complete overhaul from the ground up, which is destined to fail given their balancing track record.