Doctor Proctor
First Post
Their "mistake" was to separate damage from every role and make it seem like that was the "strikers" only province.
In a redesigned game I'd like to see the 4 roles still be as they are today, but the defender should be the heavy armor/high defense striker, and the striker should be the light armor/high defense striker. The leader should be the "inspiring" striker, and the controller should be the "controlling" striker.
Multi-ability dependent classes should be taken to the shed and.... Remove the dependency on multiple abilities from classes. Each class can have one or two abilities that are primary for it. Pick one and that is your primary ability. No muss, no fuss.
The heavy armor and light armor paths should be "features" of the martial classes. So you could select either, and still be well protected because of your choice. If there is a shield for the heavy armor defender then there should be a parrying blade for the light armor defender. Both grant a "shield" bonus that is non-stacking. Or you could make a "shielding/defending" style that covers both and you don't depend on equipment at all. If you pick up a shield you're protected, if you pickup a parrying blade, the same.
All classes should have some viable melee and long range combinations(builds), with specialist builds that are slightly better in either role (sniper, duelists, etc.)
Doing damage is what ALL classes should be able to do. This would start taking care or the perceived grind. If a wizard uses an area spell they should do average damage to multiple creatures, but if he uses a single creature spell is should do STRIKER damage to that creature. Both options should be viable. Some of the long range attacks from other classes should work like area attacks, doing average damage to multiple creatures.
There should be no class skills in the "restricted" sense. Every skill is available to every class, there are some classes that are simply better at certain skills. So a fighter that wants to spend some time studying arcana is fine. He's already limited in his skill points so if he wants to spend them in that fashion that is the player's prerogative. The wizard would still be better with inherent "class features" for Arcana.
The problem with this is that, honestly, it all sounds the same... Wizards can do single target striker damage, just like a Ranger. Rogues are going to have basically the same AC as a heavy armor Fighter or Paladin. Everyone has access to the same skills, which means we're going to see a lot of overlap. What's the point?
If every class has viable melee and ranged options, can do striker damage some of the time, and often times have AoE ranged attacks, equivalent armor and access to every skill (You are aware of backgrounds, right? That's how you get Arcana on a Fighter...) out of the gate, then where's the differentiation? When someone says "I want to play a lightly armor wearing guy with close and ranged attacks, capable of dishing out decent damage", what class do you suggest? All of them???
I think that, yes, they need to tighted up the system a bit in a future release, but that the role system overall is a good one. When someone plays a Wizard, they're typically not looking for a character who can get in close and survive in the thick of things. And if they are? Well, I would suggest a Sorcerer or a Warlock, since they can still be blasty or controllery, but have a better ability to survive in the thick of things.
Or if they wanted to play the Fighter that defends the whole party from their enemies, but also uses a bow to fight at range, then I would just direct them to a Heavy Blade/Bow wielding Fighter going STR/DEX. Yes, they can only use RBA's, but you can't be good at everything... The Fighter sacrifices some ranged power in that build for inceased ability to control monsters and act as a Defender. This differentiates him from a balanced Ranger that can operate at range or in melee. That guy will have superior ranged skills, but less capability to defend the party.
Tossing out the whole thing and making everyone very similar in feel just waters down the game. It becomes a game about of group of generalists, rather than a group of specialists...the latter of which is a lot more interesting when it clicks. When all of the roles come together in a well executed encounter, you can really see why there are all these little differences and how they impact each other. If everyone is the same though, it's just gonna be a slog fest to see who can roll the highest numbers on the die...