Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
1H zerker is meant to be exactly as viable as a tank as crusader and monk (That's a lot of 'as').
There's is no such thing as an "off tank" in Gaias. Simply because "off xxx" roles tend to suck (as in: are either OP as fuck or are worthless), so I avoid them whenever possible. If anything, a 2H berserker may count as an off-tank, but itemization and balancing adjustments are more and more trying to combat that (hence why I added the 20% absorb on shields and why berserker specific armors have a lot less armor on them).
My design goal was to have 3 classes capable of tanking (crus, monk, zerker) and 3 classes capable of healing. The latter is still lacking, as currently only druid and cleric can heal. I'm currently thinking about adding a healing spec to the bard aswell, but that would require a lot of new skills to be added. And I want everything to be fair game and not have a class that has significantly more skills than others - so it will probably take several more updates for bards to accumulate enough skills to be viable healers.
The reason why I want 3 classes each to fullfill a healing or tank role is that pretty much all the content is balanced around 4-5 players. I want each game session to have an available healing and tank role, no matter who you play with without forcing players to load twinks all the time.
That's why I'm also thinking about making respeccing easier, by removing the cost of abilities and the skill reset (or make all abilities 'learn by scroll', to allow players to re-learn them for free once acquired). The current system, with absurdly high ability costs is way too restrictive, imho.
There's is no such thing as an "off tank" in Gaias. Simply because "off xxx" roles tend to suck (as in: are either OP as fuck or are worthless), so I avoid them whenever possible. If anything, a 2H berserker may count as an off-tank, but itemization and balancing adjustments are more and more trying to combat that (hence why I added the 20% absorb on shields and why berserker specific armors have a lot less armor on them).
My design goal was to have 3 classes capable of tanking (crus, monk, zerker) and 3 classes capable of healing. The latter is still lacking, as currently only druid and cleric can heal. I'm currently thinking about adding a healing spec to the bard aswell, but that would require a lot of new skills to be added. And I want everything to be fair game and not have a class that has significantly more skills than others - so it will probably take several more updates for bards to accumulate enough skills to be viable healers.
The reason why I want 3 classes each to fullfill a healing or tank role is that pretty much all the content is balanced around 4-5 players. I want each game session to have an available healing and tank role, no matter who you play with without forcing players to load twinks all the time.
That's why I'm also thinking about making respeccing easier, by removing the cost of abilities and the skill reset (or make all abilities 'learn by scroll', to allow players to re-learn them for free once acquired). The current system, with absurdly high ability costs is way too restrictive, imho.