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The way I see it there is one huge positive gain and one huge negative.
The positive would have to be all the possibilities. It seems like we have so many options and everyone will have different customizations and just in general they will be unique.
The negative would have to be all the balancing. Did they say anything about how they will try to make everything more balanced? I mean I'm pretty sure ppl will always have this one class that proves to be more useful and maybe even just flat out "better" than another.
Correct me if I'm wrong about anything as i haven't been following this game very closely.
And yeah. Discuss and share your opinion.
"Some people feel the rain. Others just get wet." -Bob Marley
I'm probably one of those people who just get wet.
Comments
I dont think balancing is a tremendous issue here, the focus doesnt seem as pvp oriented as other titles.
Also, it will be a very very long time before any cookie cutter spec arises. Purely since there are so many build available.
Rest assured the devs have stated that should anything O/P arise the nerf=bat will raise its ugly head!
When it comes to the balancing issue, there are some good people in there with years of PvP/RvR experience. Couple that with good feedback in all the testing phases. Usually at first everything seems balanced. But the problem arises when people are testing the balance issues they usually play each class a specific way. Now on release, the scale according to the testing should weight the same on both sides. When the masses get a hold of them game everyone plays different, trying new and unusual stats/traits/aa's. Once it becomes known the class is OP they nerf the class but have a hard time trying to re-balance the scale.
Balancing should not be a huge issue as everyone has access tot he same souls and can equip them if they choose. If obe does not feel their class is strong enough they can switch out. Many souls are designed to be situation specific. For example for Solo, group, raid, PvP or some specific use. So many of the souls mostly the heroic souls are designed for a specific narrow path rather than to be balanced.
I believe Hartsman also addresses your balance question in a TTH interview. Its at the end of the interview. A very good interview.
That and there is basically a "save" feature which allows you to save your personal favorite soul combination templates for each type of gaming (PvE, PvP, Group, solo, etc.) or just for saving the ones you like no matter the playstyle.
The only "issue" here looks to be in the minds of players that are used to the restrictions of other games. The devs has assured those following the game time and again that any combination within any Calling (Warrior, Cleric, Rogue, Mage) will be able to successfully fulfill their respecitive role. Of course that won't stop the bossy know it alls from telling you there is a "better way" to do it, though.
"Many nights, my friend... Many nights I've put a blade to your throat while you were sleeping. Glad I never killed you, Steve. You're alright..."
Chavez y Chavez
don't overthink it. there are 4 classes with multiple ways of speccing abilities.
it's amazing how easily people get lost in marketing terminology.
So you're not going to be seeing a godly mage-tank with daggers that dabbles in healing. This system actually makes balancing easier. You only have to worry about 4 classes. In another game if you have one fighter class with an OP ability, you have to change something, here, you don't have to worry, because all fighters can spec to it.
I just hope they have lots of info available on all the different abilities and souls and things, I love spending hours figuring out a a spec for a game, but hate it when the games don't give you enough info prior to starting.
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This is correct.
I like to look at it as 4 classes, with 4 different paths or talents trees to go down. It's from here you can customize between 2-3, or just focus on one. It's not like Guild Wars where you had Warrior/Monks whom were almost impossible to kill 1v1 when the game first came out. You aren't going to see a paladin that can stealth like a rogue and cast fireballs as a mage.
Okay Im interested. JUst give me some action and we're good to go.
All I ask is that when balancing classes whether it be during testing or something that is found after release, please don't nerf classes down to where they are useless. A little tweaking is fine but I would rather have the weak classes buffed a little to balance things out rather than nerfing one class down to where it's a joke to play.
Too many companies drop the nerf hammer down on their games, and end up ruining the entire experience because of it.
finaly its getting somewhere... hope it gets just the way i imagine
anyhow.. dont worry if there is more costemization you dont get really OP you just get different... the rest is your play stile that counts... there is not more to it. Simple an easy.
well at least its my opinion ;P
Dark_Elf
Dark_Elf
In all honest their should be no balance in an mmo. If these classes really did exsist would they actuall be on even playing field. NO, If they were in one on one. The class with the disadvantage would probaly run. If he had a partner then maybe he would have a fightinh chance. My psosition on this is to avoid PVP altogeather.
I *hate* balancing discussions. I understand that no one likes to think their class or build is underpowered or undervalued but when you're not playing in the PvP portions of a game balancing is a much smaller issue. Other then making sure that each class is desirable and usable in late game raid content, there should be little need for balance in PvE.
As soon as developers learn to process PvP changes separately from PvE we'll be alright. Every game should code class abilities in two ways: How does this work when used on a mob? How does this work when used on a player?
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And sometimes less is less. What's your point?
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
That's something that will take them another few years to learn. Keeping PVP and PVE seperate from each other, so as not to ruin the fun for pve players. It's going to take a new generation of game developers, that have played todays mmo's to emplement this.