but wrath was in no way a clusterfuck!
<.<
/sarcasm
bldavis
Wed Jun 08, 2011 10:28 am

Bladesong wrote:An honest question about Rift (I haven't played it yet because the LAST thing I need is another MMO) - with all those class combos, how many are viable? And has anyone done WoW levels of in depth theory crafting on how they stack up against each other?
superworm wrote:IMO, instead of adding a new tanking class, they should just make all current classes able to tank (and also to heal). They can do the following to accomplish that:
1. Players are able to switch among 3 specs, instead of 2.
2. Each class has a tanking spec, a dps spec and a healing spec. It's possible because Blizzard will still have 30 specs to balance.
3. Assign each class with a main status. (Currently it's almost in this way, except for some hybrid classes like druids and paladins.) Remove those stamina gems, enchants and trinkets. Make it more like the original Warcraft 3 game, so that all tank specs have a certain ratio of convertion from their main status to HP. Remove those defensive status all together, make them available to tanks from main status, talents, mastery, etc. Then people will likely to use almost the same set of gear for dps, tanking and healing.
I think this will certainly make the game more fun. It will also solve the problem that some guilds lack the certain number of tanks or healers for a specific encounter (e.g. when their dedicated tank is absent due to real life business). Currently an encounter will become very difficult if you lack a certain number of well-equiped tanks. Most guilds have to prepare some backup tanks, who are usually under-geared. With the proposed change, people use the same set of equipment to tank, dps and heal. So it only depends on their skill and knowledge, instead of their class and equipment.
Koatanga wrote:I think it should be a vehicle class. Personally, I would scrap engineering as a profession and make it into a class, but if not then call it a Tinker class. It would be energy-based like a rogue.
The trees would be engineering specialties:
Mechanical Engineering creates vehicles and uses them to fight with. Like the feral druid tree, this would encompass the tanking and melee DPS roles. The tank would be a wheeled/tracked vehicle created from pieces of armour - the tank himself would be basically in his skivvies. Possibly there could be a passenger compartment for additional flavour/lols. The DPS would wear his armour like a mech suit.
Biological Engineering would be the healing tree. They would heal via nano-bots, injections, gene therapy, etc. They would equip a dart gun that would fire various instant heals/cures, and use nano-bots and genetics for damage prevention and HoTs. They would be strong with HoTs and damage prevention - sort of a druid/disc blend in flavour. Healers would be a bit crippled in sustained-heavy-damage periods, but would have infinite longevity at maximum potential (due to contant energy regen), whereas other healing classes run out of mana or need downtime or reduced-effectiveness time to recover mana. A mechanic similar to adrenaline rush could be called upon for burst situations.
Chemical engineering would be a ranged DPS class, primarily relying on acids and gasses, though not without a literal nuke. The primary weapon would be a launcher that can be loaded with various different things to launch. The "flavour" of this spec would revolve around pre-loading the launcher with the things needed for the coming fight, with load-outs taking some time (but doable in-fight) as a penalty for getting it wrong. Launches would be instant-cast, perhaps with cooldowns varying with the thing launched, but reloads would require down-time. In PvP, an engineer caught with an empty launcher would be a sitting duck, but with a full clip would be a force to be reckoned with. They would be a bit like DK runes, if a DK was allowed to select which runes he wanted for a fight instead of starting with two of each type.
The engineer would use energy to power its mechs, bots, and launchers, so would use an energy toolbar like a rogue.
I am unsure which armour types the engineer would use. Perhaps it could even be a variety - mail and plate for the mechs, cloth and leather for the bio and chemical.
I would, in the patch that introduces this class, dispose entirely of intellect plate. Paladins would have a holy talent to convert physical stats into int/mana/spirit.
Shoju wrote:superworm wrote:IMO, instead of adding a new tanking class, they should just make all current classes able to tank (and also to heal). They can do the following to accomplish that:
...
While an interesting Idea, I think I would never play a game like this. Ever. I would quit WoW if it came to this.
Astronomic wrote:I honestly don't think they need a new tanking class, maybe a slight rework of existing ones. We have 4 tanks, 4 healers, and 4 pure dps. Maybe making the pure dps the top dmg again would balance it better. Im looking at you shadow priests and boomkins.
superworm wrote:3. Assign each class with a main status. (Currently it's almost in this way, except for some hybrid classes like druids and paladins.) Remove those stamina gems, enchants and trinkets. Make it more like the original Warcraft 3 game, so that all tank specs have a certain ratio of convertion from their main status to HP. Remove those defensive status all together, make them available to tanks from main status, talents, mastery, etc. Then people will likely to use almost the same set of gear for dps, tanking and healing.
class and equipment.
Aoaga wrote:And Heals Spec - HoT based similar to Druids becasue we need more HoTs, you can never have too many damn HoTs....but not Nature HoTs more like an Anti-Lock....
Shoju wrote:What if you did some sort of Life leach thing, where you bound a friendly target, to the enemy target, and did health transfers?
Like... Drain Life that you could pass around to other people?