I'm happy to talk about roles besides DPS. However, it is with DPS that I feel we'll see the biggest changes. I guess healers will still be healers.
So, under the currently proposed v2 rules, the role of a Healer and the player's ability to fulfill it will no longer be quite the same due to a number of changes. A few of the major issues impacting them have been outlined below. This list is by no means fully inclusive, and there are plenty of other factors that can change that role's playstyle as well.
- The removal of "Prepare to Die" calls significantly hampers a Healer's (or buffer / support role) ability to proactively prevent strategically selected instances of martial damage. Utilizing a 2nd level spell slot to nullify an incoming instance of damage (Slay / Eviscerate) sufficient enough so as to reduce a character beyond 0 body is a far more efficient use of spell slots than the number required to potentially restore that fallen character to their previous body point total. Removing the potential for proactive martial burst damage prevention from this role results in an increase in necessary healing output or the expenditure of more finite defensive resources on the recipient's part. This begins to transition the playability of the role away from an active participant in the combat process to more simply a "responder" who patches people up after they have received damage.
- The removal of the Expanded Enchantment ritual noticeably limits the availability of healing and Life access, placing additional burden on existing Healers to compensate for the loss of these items. The addition of the Corrupt effect also introduces another tool to the plot team's portfolio that requires the use of a now more scarce Life spell to successfully counteract.
- Storm spells change the healing landscape by providing more mathematically efficient healing options at the expense of execution time. For example, utilizing a 5th level slot with a Lesser Earth Storm can net you a total of 40 points of healing (or 80 with Potency), as opposed to the Signature Spell's 25 at that level. The tradeoff is that a healing call must be made 8 times for this higher healing value. At 9th level that increases to 75 (or 150 with Potency) Storm healing over the 45 Signature healing, with 15 calls. This is not necessarily an improvement or a downgrade, it simply changes the dynamics of healing in combat, requiring adjustments in timing, positioning and safeguarding the caster.
- The removal of Cloak and Bane items may result in more harmful effects landing on players, requiring Healers (or buffer / support role) to prepare numerous status removal spells over other potential utility options such as crowd control.
Thinking out loud, with the current rules a rogue or a fighter or a celestial scholar could be great DPS. With the new rules I'm not sure if rogues and fighters (at levels 30+ is how I usually think) can be great DPS.
When it comes to dealing damage, what are your concerns regarding the viability of classes other than Celestial Scholars being able to deliver a noteworthy damage output? What hurdles do you see them facing that Celestial Scholars do not? Why are Rogues and Fighters in particular incapable of being "great" damage dealers in v2? Level 30+ Rogues specifically are capable of dealing in excess of 50 damage per swing for 10 minutes at a time, or longer depending upon the build. What aspects of their class' kit do not lend to them dealing competitive amounts of damage?
I used to play a sword and board rogue. I was swinging 30s from behind with 7 dodges and some terminates and evades. I haven't bothered to figure out what that character would do with the new rules but I would be happy for someone else to contribute ideas about rogues and their role in combat with the new rules.
Rogues, like all other classes, can be played a variety of different ways in v2. They can provide a substantial impact to combat encounters through raw damage, alchemy crowd control utility, trap versatility and other build designs. As it seems you have played a Rogue for what would appear to be some time, I would suspect that your ideas on their playstyle and role potential in v2 would be useful, and I would look forward to you contributing them.
Will blast globes lead to one person armies? Can an earth templars (with alchemy) now do it all? I know people say there's a cost, but I don't know how limiting that cost will be. I have hundreds of gas tags and I've seen people with way more than me.
Will Blast Globes turn players into one-person armies? In all likelihood, probably not. The ability is essentially the equivalent of a 2nd level spell. Earth Templars with Alchemy are quite effective in v2. During one of our playtests in particular, we had an Earth Templar with some Celestial magic for scrolls as well as alchemy and trap globes. This player did not necessarily break encounters, however they always found a tool in their arsenal that could directly contribute to the successful completion of the modules they were on. If healing was needed, a hole in the line needed to be plugged, or an enemy needed to be crowd controlled in some manner, they were capable of making that happen.
I've already mentioned the "tank" role. That could be fighters and weapon damage but you always needed someone to eat up death spells (not to mention oblits and other nastiness) until cloak and bane items became the norm (and fewer NPCs throw oblits now from what I've seen). I guess that death spell soaker role will come back. It used to be a rogue's job, with life spells being plan B. But now an earth scholar could take those death effects if they gave up life spells to do it. Spell parry is a lot more common than it used to be but not all death effects will come from spells.
I am unsure where you are intending to go with the last section there, it sort of heads in a number of different directions with Death spell soaking and references to items that are being removed, and some that are not. Are you saying that the role of a Tank is to suffer Death and Obliterate effects so that others don't have to? Or is it to deal weapon damage, as stated earlier in that line? Muir's definition of a Tank was appealing and quite thorough, and I feel addresses the majority of criteria that most people associate with the role. How do you view that definition of a Tank versus your own personal perspective?