Iucounu Posted August 18, 2014 Posted August 18, 2014 (edited) One goal in PE was to make a wide variety of party builds viable. Making the fighter "tankier" by giving him more health or health regeneration and leaving everything else as it is, would leave party builds without a fighter as a tank even more at a disadvantage and suboptimal. You can counteract this by rebalancing the other classes, and give them greater attacking power, more crowd control etc. but that would just enforce the role of the fighter as *the tank*, and make it an even more boring class than it is already perceived. The easiest solution, if you think the party needs to rest too often, would be to simply raise the maximum health of every character, no matter of which class. Edited August 18, 2014 by Iucounu
Killyox Posted August 18, 2014 Posted August 18, 2014 (edited) I would just wait for the beta with any statements. Trying to fix perceived problems that may not exist in the first place isn't the way to do it. It's party based combat so fighter alone will not do anything obviously. He has to have help from the party. Wait until you play it to see for yourselves. Edited August 18, 2014 by Killyox
Lephys Posted August 19, 2014 Posted August 19, 2014 I would just wait for the beta with any statements. Trying to fix perceived problems that may not exist in the first place isn't the way to do it. True, but speculative brainstorming is a good way to stretch the old neurons... Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u
Ondb Posted August 20, 2014 Posted August 20, 2014 The dev team should add real healing spells to game, which will restore health and not stamina. (maybe with longer casting time, or only out of combat spells true healing spells). I know we dont have them because of lore, but this is really silly to force Resting because of low health front-line character Is the reason why it's silly because you don't like it? 1. Spellcasters in IE has to rest or not cast the spells. Dev consider it poor mechanic and added at-will, per-encounter spells to address the the problem 2. Now we have Front-line characters loosing health and we have to rest to re-gain health. Forced to rest or not to be in melee range. Its the same reverse of the original problem.
aeonsim Posted August 20, 2014 Posted August 20, 2014 I don't think it's such an issue, saw one person streaming last night who was solely down to per encounter abilities for the wizard and still managed to clear one of the major dungeons (on normal) with out having to rest. She just made excellent use of the characters abilities and took minimal damage on her fighters, the priest was doing alot of control, buff and debuff work.
Lephys Posted August 20, 2014 Posted August 20, 2014 Yeah, I mean, "Hey, Fighter, go handle the frontlines!" is the general role of the Fighter, but that doesn't mean it's just "let him take a crapton of damage so other people don't, and call it a day." There are still tactics to employ to mitigate the amount of damage your Fighter takes, etc. Plus, we're playing without talents right now. Or, the majority of them. The beta starts you at Level 5, but doesn't give you 5 levels worth of Talents. There might be talents that serve a huge role towards mitigating Fighter Health-loss/damage-taken. Should we not start with some Ipelagos, or at least some Greater Ipelagos, before tackling a named Arch Ipelago? 6_u
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