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Guild Wars 2 and the Future of Classes and Roles
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<blockquote data-quote="Pour" data-source="post: 5243680" data-attributes="member: 59411"><p>Thanks for the responses!</p><p></p><p>@ Dracosuave</p><p></p><p>You bring up some great points. I think a lot of what you mentioned does speak to moving away from the traditional healer, and Ardent, Artificer and Runepriest do add a different dimension to support. It's awesome, but I think they should push it even further, and I'm sure they will. The Shadow Leader will undoubtedly have a unique take, and whatever new builds emerge for existing classes. </p><p></p><p>What we have now in the game, as you've excellently illustrated, seems to speak exactly to your preferred design philosophy: clearly identifiable classes/roles and generalized powers that effect many conditions/situations. But I'm saying, in light of having read through the Guild Wars 2 design docs, to challenge that, and not for the sake of challenging, but because I think if the designers continue to refine and redefine what it means to be a leader, controller, defender and striker, it's going to benefit all of us. </p><p></p><p>I'm not advocating a class build that can do everything, but I do support a leader wizard and controller fighter, and new classes in general. I'd like to see more classes given builds with leader as secondary roles, as well, and capable of more support. This doesn't make any other class or build obsolete, it simply adds more options. 4th, as you've painted it, is working, and the design philosophy has held up these past few years, but I think Essentials marks the beginning of its expansion into new design territory. </p><p></p><p>I can't wrap my head around not moving forward, as if the diversity meter said full, or the oven timer went off and 4e was done. Maybe I really do lack a finer understanding of this game, but I know what I want from D&D. I want it to continue to evolve, as I sense there is so much more to do with this system. And I have hope in the next few years it will.</p><p></p><p>@ Riga</p><p></p><p>Yeah I was thinking how exactly they would do this as well, and immediate interrupts did come to mind. Admittedly, all damage avoidance would remove something visceral from the game, and all the interjections would likely bog down combat besides. Still, maybe a unique class mechanic or a certain line of powers might help alleviate that. Like I said earlier, I don't have a clear idea how to implement these ideas (and maybe that's enough reason to stop harping on them), but I would like to see the attempts.</p><p></p><p>Cross-class powers might be something else to look into. Imagine a power that was combined between a cleric and a paladin. Or cross-power-and-class powers, centered around a certain keyword say, an invoker and a warlock unleashing a double-dose of fear. Oh, and what if they were two encounters combined, or two dailies! Novaaaa! Haha, I digress...</p><p></p><p>And I still hold out some hope for specialization and counter powers. Draco and Victim make a solid argument against them, too specific, but I wonder. What if instead of Augments, where the more power points invested the stronger the power, we had Conditions, where the more certain conditions were met, the stronger the power. At their base, these powers would be slightly weaker than your average, but, taking the rain power, if there is a fiery or acidic terrain or power being used, it enters a stronger conditional state, and then if it used in the middle of a storm or near a large body of water, it enters a third conditional state. Something along those lines.</p><p></p><p>@ Victim</p><p></p><p>Good points. Maybe they should create class builds that have built in support. If Essentials Clerics lost ritual casting and gained Resurrection, why not have a different line of classes lose utility powers and have utility build into them. That definitely speaks to me for a rogue.</p><p></p><p>@ Friday</p><p></p><p>Me too.</p></blockquote><p></p>
[QUOTE="Pour, post: 5243680, member: 59411"] Thanks for the responses! @ Dracosuave You bring up some great points. I think a lot of what you mentioned does speak to moving away from the traditional healer, and Ardent, Artificer and Runepriest do add a different dimension to support. It's awesome, but I think they should push it even further, and I'm sure they will. The Shadow Leader will undoubtedly have a unique take, and whatever new builds emerge for existing classes. What we have now in the game, as you've excellently illustrated, seems to speak exactly to your preferred design philosophy: clearly identifiable classes/roles and generalized powers that effect many conditions/situations. But I'm saying, in light of having read through the Guild Wars 2 design docs, to challenge that, and not for the sake of challenging, but because I think if the designers continue to refine and redefine what it means to be a leader, controller, defender and striker, it's going to benefit all of us. I'm not advocating a class build that can do everything, but I do support a leader wizard and controller fighter, and new classes in general. I'd like to see more classes given builds with leader as secondary roles, as well, and capable of more support. This doesn't make any other class or build obsolete, it simply adds more options. 4th, as you've painted it, is working, and the design philosophy has held up these past few years, but I think Essentials marks the beginning of its expansion into new design territory. I can't wrap my head around not moving forward, as if the diversity meter said full, or the oven timer went off and 4e was done. Maybe I really do lack a finer understanding of this game, but I know what I want from D&D. I want it to continue to evolve, as I sense there is so much more to do with this system. And I have hope in the next few years it will. @ Riga Yeah I was thinking how exactly they would do this as well, and immediate interrupts did come to mind. Admittedly, all damage avoidance would remove something visceral from the game, and all the interjections would likely bog down combat besides. Still, maybe a unique class mechanic or a certain line of powers might help alleviate that. Like I said earlier, I don't have a clear idea how to implement these ideas (and maybe that's enough reason to stop harping on them), but I would like to see the attempts. Cross-class powers might be something else to look into. Imagine a power that was combined between a cleric and a paladin. Or cross-power-and-class powers, centered around a certain keyword say, an invoker and a warlock unleashing a double-dose of fear. Oh, and what if they were two encounters combined, or two dailies! Novaaaa! Haha, I digress... And I still hold out some hope for specialization and counter powers. Draco and Victim make a solid argument against them, too specific, but I wonder. What if instead of Augments, where the more power points invested the stronger the power, we had Conditions, where the more certain conditions were met, the stronger the power. At their base, these powers would be slightly weaker than your average, but, taking the rain power, if there is a fiery or acidic terrain or power being used, it enters a stronger conditional state, and then if it used in the middle of a storm or near a large body of water, it enters a third conditional state. Something along those lines. @ Victim Good points. Maybe they should create class builds that have built in support. If Essentials Clerics lost ritual casting and gained Resurrection, why not have a different line of classes lose utility powers and have utility build into them. That definitely speaks to me for a rogue. @ Friday Me too. [/QUOTE]
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