Whisper
Arcane
- Joined
- Feb 29, 2012
- Messages
- 4,357
Yup. It's just that the druid heals 100%, necro heals 75%, deals 25% dmg to the enemy. Otherwise, he plays exactly the same - just constantly keep using your abilities on the tank and, later on, begins to heal up the party a bit. He's mass healing spells are shittier, but conveniently he's given a relatively strong damage reduction tool so the overall DPS flow remains the same.
Druid focus on HOTs and does little damage. He also focus on AOE healing.
Necro deals damage as DD but part of damage is converted to heals. Also low AOE healing and more CC abilities. He has also heals that transfer his HP to his target etc.
They play totally different. Just try it (you obviously did not play both classes for reasonable time).
Man at arms, assassin & ranger - pretty much. I mean, ranger & assassin are carbon copies of each other, it's a fucking joke. Man at arms doesn't have the streak mechanic but, all in all, it's not like it means that much.
Elementalist is a bit different, but he's still nothing but DPS engine - it's just that whereas the physical ones pay more attention to the singular targets (even if they have some side-AoEs), Elementalist is more about group fighting.
The point is, they're all about one singular thing - bumrushing the foe and starting the excel spreadsheet fun. It's all about the amount of DPS taken, amount of DPS done. As long as its calculated and you're following the game's patterns (which are not that hard to crack and which are routine to actually follow), you're fine.
Let's compare this to the LoG 2. While it allegedly has the shitty combat system, you have much more option than this. Make the sturdy frontline with two tanks, stand & fight? Check. Have a couple of backstabbers and a couple of disablers so you can easily slash their backs? Check. Use alchemical bear combat where you kill enemies easily but have to manage your ingredients? Check. Use mostly ranged party with throwers/archers on the frontline, casters in the backrow? Check. Use the traditional "charge heavy weapons and kite them" Dungeon Master style? Check.
None of those are extremely complicated, but they do offer a choice. Not to mention that the trashmob amount isn't as high as in the Fall. And they have principal differences. Let me spell it letter by letter: P-R-I-N-C-I-P-A-L.
Here, are the difference is: well, this class receives 5% less DPS, but it does 7% less AoE DPS. This class reduces the enemy DPS by 10%, but it also heals 8% less of their DPS. This class does 5% more DPS, but also receives 5% more DPS. This DPS does DPS, but DPS less DPS. DPS DPS DPS. DPS!
Elementalist is not about AOE, he has some AOE but he excell at single-target damage. For AOE you probably would want warlock.
Main difference from rogue is that rogue is not limited by mana and has streak system. Elementalist can deal more damage but in the long run he needs to balance damage to mana spend ratio.
About LOG2, you cant
1) "Make the sturdy frontline with two tanks, stand & fight", just try it. Will it be high evasion tank, will be high protection tank, or combination of both evasion+prot tank, they will be raped by enemies very fast. You CANT stand up and tank trolls, you cant tank most end-game (and even mid-game) enemies.
2) "Have a couple of backstabbers and a couple of disablers so you can easily slash their backs?" What disablers? Random-procing frost bolt (totally unreliable)? Random blindness?
3) "Use alchemical bear combat where you kill enemies easily but have to manage your ingredients?" You dont need to manage ingridients. Alchimists "gather" (i.e. not really, they do nother to gather, they just appear out of nothing in backpacks) ingridients when your party moves around. Each ingridient takes different amount of "steps", but since you can step unlimitedly, you have unlimited ingridients, even those that break game if there is no limit on them (i.e. crystal flowers).
LOG1 did HAD limit on ingridients, and you did have to consider spending potion now or saving it for later. But not LOG2, spend away, they are free and unlimited.
4) "Use mostly ranged party with throwers/archers on the frontline, casters in the backrow". Check number 1), with tanks not being "tanks" you might as well indeed focus on ranged. Oh and you cant make characters of same class, i.e. 4 bow users. Since good weapons are limited, you wont find 4 good bows.
5) "Use the traditional "charge heavy weapons and kite them" Dungeon Master style?" It is basically what you would whole game, kiting with heavy weapons (both ranged and melee! Since you dont have enough good weapons for ranger only party, so you do have to take either mages or melee DD's) since your "tanks" would tank nothing, i.e. get raped quickly even by measly zombies in graveyard.
"None of those are extremely complicated, but they do offer a choice." Not choice. An illusion of choice.
In Fall taking evasion tank and necromancer and 2 mages playes completely different (D-I-F-F-E-R-E-N-T) than taking protection tank and druid and 2 rogues as DD. Just try it for several levels.
It is totally like playing different game since combat is very different.
Also LOG2 is shit. I do know. I played it once (on hardest, since normal is too easy even compared to LOG1). I replay LOG1 like 3 times already. No wonder many people who bought LOG1 ignored LOG2. I would do same if knew more about LOG2 before buying.