open discussion about the role of the warrior (in FH)
Posted: Thu Jan 15, 2015 2:56 am
this is a long standing issue of mine and personal as it was the first path I played in FH (as I am sure it was for many people actually)
I think its a common first place for a lot of people to start because its a very safe things to play, and fairly simple. you give a person some soak, a pointy thing that goes into the other man, and remind them to say "1" when they hit anything. after they die or understand how the game plays a little more they will then decide what they feel comfortable playing. I mention this all specifically because one of the reasons some paths are looked at and others are not is by the amount of people playing them. however I would argue that FH and WH have a very small player base and thus using this as a point of argument is pretty poor.
but I digress.
what I was curious about is what fellow players feel a warrior should do?
as I feel this is the absolute core of what is wrong with the warrior path, nobody said "this is what they should do, how they should play, etc. lets make it happen and design around this idea"
do they do damage? if so what kind? melee, ranged, spike, constant, etc.? or do they not do damage? if so how do they make up for this?
do the tank? if so how? by having lots of soak? by mitigating damage with skills? by completely negating damage with skills?
are the mobile? are they immobile? can they chase people, or stop people from getting away? or are they easy to avoid and run away from?
do they have crowd control? can they keep the attention of monsters or prevent them from attacking their allies?
as it stands right now warrior has its hands in a lot of pies, and does not do any of them well, nor do I believe it should. but I do feel it needs a clear design idea and be built around that core idea.
right now at this moment the BASE path of warrior has only 12 skills (like any other path)
-) 5 are soak skills granting extra soak (combat reflexes x3, vigor x1, fortitude x1)
-) 3 are exclusive skills that cannot be used while another is active (hold ground, defensive matrix, rage)
-) 2 require you to be in negatives (determination, endurance)
-) and finally 2 are resist style skills that in most cases cannot be used while the only other usable skills in warrior are being used (parry and sure footed)
It is not my place to decide what warrior should do, I am not the creative director for FH (does FH have one?) I am not the person that says, "this is what it should do, this is the role of this path, these are the pros, these are the cons, now lets build around this idea" but I do feel warrior and some other paths would really benefit from this kind of direction, instead of 20 people that all have there own ideas of what something should do suggesting skills and those getting haphazardly thrown into a frankenstein of a path (warrior)
that said, I would love to hear from 20 people that all have there own ideas of what warrior should do what they feel warrior should do? XD XD
-Ark
I think its a common first place for a lot of people to start because its a very safe things to play, and fairly simple. you give a person some soak, a pointy thing that goes into the other man, and remind them to say "1" when they hit anything. after they die or understand how the game plays a little more they will then decide what they feel comfortable playing. I mention this all specifically because one of the reasons some paths are looked at and others are not is by the amount of people playing them. however I would argue that FH and WH have a very small player base and thus using this as a point of argument is pretty poor.
but I digress.
what I was curious about is what fellow players feel a warrior should do?
as I feel this is the absolute core of what is wrong with the warrior path, nobody said "this is what they should do, how they should play, etc. lets make it happen and design around this idea"
do they do damage? if so what kind? melee, ranged, spike, constant, etc.? or do they not do damage? if so how do they make up for this?
do the tank? if so how? by having lots of soak? by mitigating damage with skills? by completely negating damage with skills?
are the mobile? are they immobile? can they chase people, or stop people from getting away? or are they easy to avoid and run away from?
do they have crowd control? can they keep the attention of monsters or prevent them from attacking their allies?
as it stands right now warrior has its hands in a lot of pies, and does not do any of them well, nor do I believe it should. but I do feel it needs a clear design idea and be built around that core idea.
right now at this moment the BASE path of warrior has only 12 skills (like any other path)
-) 5 are soak skills granting extra soak (combat reflexes x3, vigor x1, fortitude x1)
-) 3 are exclusive skills that cannot be used while another is active (hold ground, defensive matrix, rage)
-) 2 require you to be in negatives (determination, endurance)
-) and finally 2 are resist style skills that in most cases cannot be used while the only other usable skills in warrior are being used (parry and sure footed)
It is not my place to decide what warrior should do, I am not the creative director for FH (does FH have one?) I am not the person that says, "this is what it should do, this is the role of this path, these are the pros, these are the cons, now lets build around this idea" but I do feel warrior and some other paths would really benefit from this kind of direction, instead of 20 people that all have there own ideas of what something should do suggesting skills and those getting haphazardly thrown into a frankenstein of a path (warrior)
that said, I would love to hear from 20 people that all have there own ideas of what warrior should do what they feel warrior should do? XD XD
-Ark