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Originally Posted by
Shurrikhan
That's not confirmed. We don't yet know how many cross-class skills previously available to tanks will remain afterwards, whatever their categorical name.
We do have a fairly good idea of what is being removed.
Paladin is losing Conjurer cross class skills (Cure, Protect, Raise and Stoneskin) and Warrior is losing Pugilist cross class skills (Featherfoot, Second Wind, Haymaker, Internal Release and Mantra). The two "why are they even cross class abilities" of Savage Blade and Skull Sunder are also not likely to be on the list. The "useless" Fracture was also joked about during the announcement and likely to become a Warrior exclusive. Flash is also dubious considering Overpower and Unleash.
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1. Rampart is clearly not a "must-have" ability if the widely viable tank hasn't needed it. Similarly, forcing it upon Warriors as a role-based skill only means that their current CD set would need to be rebalanced, likely towards even further homogenization.
False. Warrior did need it, does have it and they needed to add two more versions of it in 2.1 to fix Warrior when it was broken. Warrior was actually "homogenized" as you like to call it into the "best designed" tank.
Foresight and Rampart fill the same design space, but Foresight was made weaker in order to allow Paladin to have the better Rampart so that they could be the "tough" tank. This along with the very narrow viability window of mitigation by self-healing forced them to buff a self heal attack and a MT dps cooldown to give Warriors a better mitigation cooldowns suite.
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Which begs the question, why would you want to homogenize any part of such a crucial arsenal component. Provoke I can understand, lest SE is willing to create three different versions that wouldn't serve only to debalance tanks further, but Rampart?
Because making certain that all tanks have the same basic tools means that they can design content that even future currently undesigned tanks can participate in while allowing those future tanks to be more unique. Having a bunch of unique cooldown suites makes designing content balanced for them far harder than building to a common baseline.
By moving the common baseline from within the jobs to outside the job they create more design space to make jobs unique.
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If anything, Shadowskin should simply be revised to be a bit more unique in the first place.
It would make Dark Knight more unique now, but it would still lock them down in future job design.
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2. Unless their are distinct job effects on the role-skills, it is a loss of job individuality. It might not be a net loss, but it is nonetheless a loss of an aesthetically fitting name and animation for either of the two jobs sharing the skill effect. But, unless the replacing skill provides more to the job aesthetic than the one being replaced (which just as easily could retain a job-specific name and animation, thereby avoiding this whole compromise), that's a net loss, too.
That is flawed thinking. The replacement skill is always going to be a net zero in identity change if not a net gain as long as the ability is not shared with other jobs and might still be a gain if it is only shared with a few others. The only way it will not be a gain is if there is no replacement for the lost abilities.