This is Cryptic they won't change much if anything but a few bugs here and there they will bring the new classes out fluff them up so people reroll and spend even more money gearing them in various things from bags to pets to epics. Agree though Hadrya it is not a table top game but I fear the way they go will be the…
I said it before in another post, This is not your normal "lets try to balance class fairly evenly" game. Classes are basically roles so the Rogue is supposed to be a DPS class a Wizard is not normally supposed to out damage a Striker class same as a Striker class will not be able to control and CC as much as a "Control"…
I think people that cry "Rogue nerf or Wizard cc is op" generally dont understand it is intended in this game, Control Wizard is called that for a reason like the Rogue is a Striker class it is supposed to do damage and not be in line with everything else. If you are going to stand there face tanking a Rogue have fun and…
I am not sure if this has been posted I was a little bit lazy to check, If you unequip all your gear then reequip it you will NOT have this aggro problem, yes you have to do it every time you enter a Skirmish/Instance and yes its probably not working as intended with the aggro regen but its a suitably easy work around for…
Indeed same feelings from a CW here, GF can really be incredibly affective in PvP against a CW, I cannot kill them at all if they stick on me, and nearly all brawls i've had with one so far results in him standing hes ground as long as needed untill hes team can gather up and melt my face, not to forget I cant really do…
I love the idea of the class, being able to whack things and send them flying with a huge two handed weapon appeals to me. However I have to agree with what alot of people have said about the class, it feels like the damage is alot lower then for exmaple a TR but at the same time I feel like the TR even took less damage…
I can understand that people are very concerned about this, its one of the most common topics during a beta of a new game and its very rare to see any official information being dropped on this before full releases. Classes have always been a loose cannon in games and can completely break or make a game, that being said I…
I think it seems like a very logical choise of release classes, it covers all the most basic roles a group would need to move forward tank/damage/crowd control/healing. Five for launch seems like a good number, to make sure these classes perform like they should its good that they dont have too many to focus on at launch.