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The folks over at Perpetual Entertainment have posted the July edition of the Gods and Heroes newsletter, which is full of information, such as a report on the beta stress test, a feat tree preview, a class profile on the Mystic, and more.
Mystics are learned sages who dedicate their lives to mastering the esoteric arts of sorcery. They require no weapon, as they wield the enigmatic forces of nature to do massive amounts of damage to the enemies of Rome. Whether harnessing the elemental powers of the earth or the dark powers of necromancy and summoning, Mystics command a variety of high-damage spells in defense of the Republic and the Olympian gods.
Though not physically intimidating, Mystics in Gods & Heroes: Rome Rising (G&H) are some of the most powerful combatants Rome has serving on her behalf. Capable of conjuring devastating elemental projectiles and doing instant damage, as well as slowly grating away at their enemies' vitality with over-time spells, the power wielded by a Mystic is regarded with awe and fear by all of Rome's enemies. Even when those enemies outnumber the Mystic and his allies, a variety of crowd control spells allow the Mystic to keep the foes of Rome at bay, thus giving him the room he needs to work his magic.
Read the Gods and Heroes July Newsletter here.
Comments
Feat tree changes: So basically, they've turned their interesting and highly customizable character system into a carbon copy of WoW.
Way to innovate, guys!
Personally, I like the notion of summoning wine from thin air. I had always intended to play as a Mystic of Bacchus if I ever played this game, for the RP sense of it. The summoning wine ability just corks it, even if it is just another buff spell in actuality.
But according to the newsletter, the main reason they changed it was because players were EXPECTING each other to build their characters a certain way -- the way characters ALWAYS progress in every class-based MMOG. If you let players' expectations shape your game, you will NEVER be able to innovate, because player expectations are based on what they've seen in other games.
A better solution would be to make sure every choice is worthwhile, even if it doesn't conform to the cookie-cutter model.
In City of Heroes, an empathy defender is allowed to skip his/her rez power (even though this is not advisable), and I love that about the game. In fact, there are many defender power sets, each with a very unique flavor, and each is perfectly capable of fulfilling the role of defender even though many of them have no rez at all. (This was before they added Trick Arrow, which was a huge mistake, and which I do not acknowledge as a proper defender power set.)
My point is, even if they felt they had to fall back on a tried-and-true design because their first attempt wasn't working, there are more interesting systems than WoW's that they could have copied.