Havelock
04-27-2005, 11:48 PM
So the IGN interview (http://pc.ign.com/articles/608/608033p1.html) lets us know that there will be four archetypes: offensive fighter, defensive fighter, healer, and arcane caster. Some posters on the OB are up in arms about this because EQ2 took a similar approach and because they feel it detracts from the uniqueness of classes.
It's true that it removes big distinctions between some classes - no longer will warriors be viewed as the real tanks, with other tank classes as potential fillers if you can't get the good stuff in your party. Same goes for clerics. If you need a healer slot filled, any healer will do.
So does this mean there will be four classes with superficial differences? Not necessarily. Let's consider a couple of offensive warrior classes: ranger, which we know is in the game, and rogue, which will almost certainly be in the game. Both will be capable of doing damage and capable of preventing some damage from party members. Both may have stealth. One will be a backstabby sneak with lockpicking and pickpocketing abilities. The other will have nature related abilities, probably including druid-type spells, and may be extra proficient with ranged attacks. That's some wide variation within the archetype: while both classes can fill the role, they are clearly distinct classes that will play very differently.
The same goes for, say, warriors and paladins. Both will be equally capable of protecting another party member. Beyond that, there could be wide differences: the warrior might do more DPS and mitigate more damage he takes, while the paladin will be able to heal and buff.
Those are a few examples of how traditional classes could fit into the archetypes, but there is room for much more variation. There could be a defensive warrior with tracking and the capacity for ranged damage, a sort of ranger tank. There could be an arcane caster with added defensive capabilities, a healer with strong debuff abilities, a caster with stealth abilities, etc. Any of those will fill the same basic and necessary role in a group, but will come with its own inherent advantages that add uniqueness to playing the class and give it its own special desirability for groups.
Basically, this is just bringing the core functions of the archetypes in line. We've already seen archetypes - warriors, paladins, and shadowknights were all tanks, for instance. Now each class will be equally desirable for fulfilling its core function - meaning at endgame raids, nobody will be the red-headed stepchild. Beyond filling these core roles, there is room for infinite variations among the archetypes. What they do beyond the core function is wide open. These added functions may not even be balanced (though I suspect they'll be close) - it may be that a paladin is a better overall class than a warrior. But if a group needs another tank, the warrior would get that job done just as well as the paladin.
That's just my take on where things might be going. The negative reactions are premature, and I think it's feasible for the system to play out very successfully over the long term.
It's true that it removes big distinctions between some classes - no longer will warriors be viewed as the real tanks, with other tank classes as potential fillers if you can't get the good stuff in your party. Same goes for clerics. If you need a healer slot filled, any healer will do.
So does this mean there will be four classes with superficial differences? Not necessarily. Let's consider a couple of offensive warrior classes: ranger, which we know is in the game, and rogue, which will almost certainly be in the game. Both will be capable of doing damage and capable of preventing some damage from party members. Both may have stealth. One will be a backstabby sneak with lockpicking and pickpocketing abilities. The other will have nature related abilities, probably including druid-type spells, and may be extra proficient with ranged attacks. That's some wide variation within the archetype: while both classes can fill the role, they are clearly distinct classes that will play very differently.
The same goes for, say, warriors and paladins. Both will be equally capable of protecting another party member. Beyond that, there could be wide differences: the warrior might do more DPS and mitigate more damage he takes, while the paladin will be able to heal and buff.
Those are a few examples of how traditional classes could fit into the archetypes, but there is room for much more variation. There could be a defensive warrior with tracking and the capacity for ranged damage, a sort of ranger tank. There could be an arcane caster with added defensive capabilities, a healer with strong debuff abilities, a caster with stealth abilities, etc. Any of those will fill the same basic and necessary role in a group, but will come with its own inherent advantages that add uniqueness to playing the class and give it its own special desirability for groups.
Basically, this is just bringing the core functions of the archetypes in line. We've already seen archetypes - warriors, paladins, and shadowknights were all tanks, for instance. Now each class will be equally desirable for fulfilling its core function - meaning at endgame raids, nobody will be the red-headed stepchild. Beyond filling these core roles, there is room for infinite variations among the archetypes. What they do beyond the core function is wide open. These added functions may not even be balanced (though I suspect they'll be close) - it may be that a paladin is a better overall class than a warrior. But if a group needs another tank, the warrior would get that job done just as well as the paladin.
That's just my take on where things might be going. The negative reactions are premature, and I think it's feasible for the system to play out very successfully over the long term.