Quote:
Originally Posted by Jovie
Thinking about this now, the game would have been much better off with fewer classes at the start and use the AA system as a path to individualize things later on. So like start a bard and eventually you focus on one path or another and end up specializing as a Dirge.
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Isn't this what EQ2 practically started with, and then later trashed?
You had Fighters, Mages, Priests, Scouts. And then you had your subclass or whatever they were called that you quested for, so warriors, brawlers, crusaders; summoners, enchanters, sorcerers; predators, rogues, bards; cleric, druid, shaman.
Largely depending on the city you chose, you became or picked your actual class at L20.
Obviously, it's FAR less nuanced than a customizable AA spec, but it's the same damn principle, a principle that EQ2 abandoned. WHY they abandoned it, I dunno -- there might be a post I'm too lazy to dig up -- but if memory serves, people did bitch and moan about not being "X" class from the get-go, ie, not having their class-defining skills fed to them.
As much as some people would want this AA specialization implemented, I find it very unlikely that SOE would take a step in that direction. And I pretty much agree with others who stated this would be a game killer.
Quote:
Originally Posted by Talonis
Healers that refuse to lower themselves to equipping leather, chanters with no clear role in the game, crusaders following the rest of the game around like illegitimate crimson-haired children, brawlers that are dps with taunts, you get the picture.
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I'm not convinced that consolidating classes and beefing up AA trees would "solve" itemization, especially this late in the game. I mean, if you just made an AA tree for predators, wouldn't most people (which includes all the people who are not fortunate or smart enough to peruse these boards) just gravitate back to the specializations they know and love and are used to? Assuming, of course, they don't all quit in frustration in having that extra step (I know -- oh boo hoo) to get back to square one.
I mean, if I'm simply lacking imagination here, gimme a good argument for how it solves mechanical issues and not just satisfy a person's desire to make his/her toon "interesting" because s/he gets to inject a little more input in how the toon is constructed? This isn't to say classes SHOULDN'T be "interesting" but there's gotta be a better way of addressing that than making sweeping changes.
As a total aside, a newb question:
Why do we even need the cloth, leather, chain, plate designations? Do they serve an actual function? Is it impossible to just give mit to equipment w/o the tag so people can stop looking at the tag and look at the stats, proc, etc.?
Crusaders, brawlers I don't know much about and can't comment on. But for the enchanter issue I assume you're referring to coercers. IMHO, coercers are great in theory -- it's broken or unimplemented game mechanics that gimp them (for example, pdrains being useless as a tactic against raid mobs).
Honestly, I'm skeptical (no, really?!) that SOE could pull off a class consolidation and put together intelligent AA trees that offered not just specialization in the classes that were axed but intermediary skills/traits that, when blended from each tree, were still a viable alternative build. Why am I skeptical? Because there are STILL AA lines that are considered garbage and there are STILL builds that, without question, are preferred. You'll get an oddball here and there claiming otherwise, but they're usually silenced pretty quickly.

If SOE can't "perfect" AAs on such a small scale, why the hell would you task them to putting something so much larger together?
Yes, it's lame of me to say "it's a lot of work -- TOO much work" but...it kinda is? At least, it is for something three years into its life.