See, not a very helpful reaction, no? I'd respond, but it wouldn't lead to anywhere. Past experience and all. It'd be just as useful as if you simply re-read your own post. You might just see where you are plain stubborn. Try to think around that, and you might manage to see other people's perspective. I doubt that you have it in you though.
Let's play Angel's Advocat here, shall we:
Grunker is the one who's going to turn out to be right about this. Because:
"inspired by" is slang for "cherry-picked elements from". Like so: "Fallout 3 was inspired by its ancestors, but made its own radical way.", Eurogamer
A) It might just as well mean, that it's an adaption to RTwP. Mostly faithful.
B) It might just be bad wording that we're getting hung up on.
C) It might change the rules drasticaly, but the result might still be a good game/system.
So, 5e is out. No need to go any further. But I will:
The existence of Ray of Frost II means no d&d spell progression, but instead a small list of powers which are leveled up/unlocked.
A) The existence of Ray of Frost II just as well might show that the char reached higher levels and the spell is now more powerful.
B) Another explanation is that it's just a beta thing, so that the testers can see at a glance that the spell actually got more powerful on lvlup.
C) And I don't see how this by itself suggests a "small" list of powers.
/Angel's Advocate off: I'd be more worried about extra abilities and spells being put in DLCs while the base game is kept barebones.
/Angel's Advocate on
The existence of cooldowns means its not going to have d&d spell use limitations, will instead have cooldown cycles as its limiter.
The existence of cooldowns and Ray of Frost II implies access to all unlocked powers all the time, not a limited # chosen by the day.
A) Not neccessarily bad. Given that most RTwP games have shitty or no "rest"-mechanics.
B) Being limited by a timer is still a limitation, just not the same kind.
The focus on co-op implies some kind of drop-in/drop-out system and enforced character balance.
Or it might just be very similar to NWN in those respects...
Now, put all that together. You've got this co-op focused game where the spellcasters don't have the traditional d&d number-of-uses limitations, but instead have cooldowns. Normally, the spellcasters are the big guns with limited ammunition. With cooldowns implemented, though, that ain't happening. And since I don't see a mana bar, those spellcasters are going to be using their powers infinitely, limited by the cooldown cycle. Which implies that the fighters are going to have "special powers" too, with every class being roughly equal in damage output (very likely balanced around dps, healer, tank), so that the drop-in/drop-out co-op partners aren't put out that their chosen class is weaker than the others. So, everyone is going to be throwing around their "special" attacks of Whirlwind Strike II and Flurry of Blows III and Fireball IV on cooldown cycles.
A) Not a given.
B) Pretty much what 4th ed did. (Dunno about 5th. But it might also have At-Will, per Encounter, per Day... So it just might be rather faithful.)
C) Much of which sounds like in PE. A game the majority here
is anticipating.
D) Even if this should turn out to be accurate, it could still be a good game. (Hey, I
am trying to be the Angel's Advocate.)
Until and unless something is shown different, this is going to be an online action game with RPG elements and Biowarian story set in the Forgotten Realms.
No. Plain no. Certainly not an action game. It's clear that it's RTwP. And I find it very doubtful that it'll have forced MP. Just think of 5 players constantly individually pausing...
/Angel's Advocate off
Even when I'm not forcing optimism, I feel like Telengard interpreted everything as negatively as possible. That's fine (and he'll probably end up closer to the truth than my forced optimism). But I don't see it as a foregone conclusion.
So I'll rather stay hopeful until they prove my fears correct.