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A primary tank class, elemental class, magic class, and a dark magic class etc, I thought TSW was going to avoid what we already play with now :S
So we all going to start off with a primary class and be able to branch to other skills of other classes later like Matrix online did?
A tank can branch off to magic but will not be as effective as a primary magic player, we have this type of formula already.... hey I am just pointing out what the Dev said, the game still looks great.
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For a raid everyone needs to do a job, fill a role, be a class, whatever you want to call it. The person he commented on as being the tank had simply chosen to use a combination of powers that would grab the mobs attention and be able to hold it while the others kill it.
I really don't know why i'm bothering to explain it though as the video you mention even shows you the narrator choosing to switch from being melee to a caster in the middle of the dungeon.
It helps to think of them as decks rather than classes. Each party member selects a deck that allows him/her to fill a useful role in the group. If you made a poor choice or the needs change, you can find an anima well in order to pick a different deck.
The devs do tend to frame party composition in terms of trinity roles, but having a tank deck is not nearly the same as playing a tank class.
As was explained, they're not "playing a class", but merely fulfilling that role for that particular dungeon.
The game is classless in that you don't pick a class at character creation, and aren't "locked in" to one as you play, but can branch out and train different skills which you can then utilize as the situation requires.
To use an arbitrary example... Where in class-based games, a Samurai and fireball hurling Mage are two separate classes with their own discrete skills, etc. In a game like TSW, you can be a fireball hurling Samurai, because each is not a "class" but a "skill".
To be sure, people will sort of find their own "pseudo-class" builds that they'll follow. The min/maxers are sure to work toward that end, finding the "most optimal builds" which will ultimately resemble your traditional classes anyway.... as they always do. But those limitations are imposed by players on themselves. They're not imposed by the game.
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Decks like in Matrix Online, OK cool, Thank you all for explaining that to me.
Developer Martin Bruusgård said that they don't design encounters so that you need 1 tank, 1 healer and 3 dps. They design encounters for a total amount of healing, a total amount of dps, a total amount of "ways to keep bosses off dpsers" that the group must have as a whole.
But, can you be a samurai hurling fireball?
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Yeah you can, but seeing as you can have only 7 active skills it would sure take some excercise to get it working
I want to be a fireball hurling multiple samurai as an auto attack. With a AOE Ninja explosion.
if you want a feel for how this type of system works, try Rift. Rift's system is more limited than TSW's promises to be, but it's still very similar.
You have several roles in rift and even though you may start out as the group's "Caster DPS", you can switch to being a healer or a tank for a given encounter if it is called for. There have been quite a few times in Rift instance groups when the group wasn't succeeding and the players went "ok, let's try with ME tanking instead, so that means YOU switch to DPS and Bob switch to second healer" or "we're a little short on heals and we don't really need a 2nd tank, so 2nd tank switch to DPS and DPS switch to bard for extra heals"
It's pretty cool
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