PoE wants to have a talk with you.
Its impossible to have every single build be ''viable'' in a game, so that point is irrelevant. My point was that trees can work and allow the player for more customization. Atleast more than we have now..
Customization is great for single-player games, but practically useless for MMO's. Customization in single player games is great because it enables you to use abilites for different scenarios. I use Ability A for Scenario X, and Ability B for Scenario Y. It's important because a single-player game's purpose is to change things around you and see how you act. MMO's are different. The questing phase can benefit from customization but once the quests are done, the abilities are useless. MMO's bread-and-butter are boss fights, and there is only one scenario: Tank, DPS, healer (except princess ant in Cutter, you can solo her). Customization is replaced with optimization. That becomes the main focus and your job is now to put out as much aggro, DPS, or heals as fast as you can as other exectuables proceed around you. Your customization doesn't do jack. That's why trees are useless, because you really don't customize, you're really just picking an optimization table for your rotations, and designers seldom get it right for all the classes.
Last edited by OldGeezer; 11-15-2013 at 02:29 AM.
I don't think the game needs Trees, that is not at all Final Fantasy. However, a proper Cross Class system could be really really cool. They need to look at their skills.
"Fear, Belief, and Love are phenomena that determine the course of our lives. These forces begin long before we are born and continue after we perish."
I disagree. I don't want to be forced to level up classes I don't enjoy just because I need to junction that class with my current one in order to be considered "Effective."
"Fear, Belief, and Love are phenomena that determine the course of our lives. These forces begin long before we are born and continue after we perish."
Again, it's easier to make them work in an ARPG than an MMORPG. ARPG are much cheaper and easier to make as a whole.
It's been that way for awhile in the mmo world. We do have less options than some out there but once every "class" gets two jobs we'll have plenty of differences. Take WoW for instance while they had specializations a shadow priest was a shadow priest a holy priest was a holy priest. WoW also had worse class balancing at launch because of it. If I had to pick "Variety" over "Balance" I'd pick balance every time.
Again, I'd like to see more jobs but builds? I could do without. Cross class? I can do without.
Last edited by Reslin; 11-15-2013 at 01:06 AM.
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