Ironically, PoE doesn't have a "healer" class or role because Josh thinks it's kind of boring.
Hence my question to Lhynn farther up.
I knew that, was mostly discussing battle roles, as always. I dont think a class is a bunch of theme appropriate skills, a class is a life profession. A paladin isnt a dude that has holy spells and can handle a sword, its a guy that got personally chosen by god as his sword, it is judge, jury and executioner, it is a role model, it is a beacon of hope, etc. You may think they are the same, but thats simply not true.
But you are right, i should reread the mechanics of the game keeping in mind that sawyer wants to make all classes combat focused, and wonder why the fighter never got to learn Dirty fighting, Finishing Blow, or Coordinated Positioning, sounds like handy shit on the battlefield or why Rogues cant learn Weapon Specialization, when it could be extremely handy to learn to handle their small weapons better than most to make up for the fact that they are small fucking weapons and that they are lightly armored, we see the king of rogues sawyer is making in literature all the time, but they are masters of their weapon and its usually a very specific kind of weapon that they use, more like the tool of the trade of a profesional than like a thing with a pointy end.
Or if we go to attributes, might influencing how much damage your fireball does, guess pixie mages wont be a thing anymore. not that i really give a shit about what it does, what bothers me is that its made only because of balance reasons and not because of some vision the dev has of his world.
Im not hating on PoE mechanics in particular anyway, a lot of them are fine, some of them have crossed my mind and i can see them as sensible and appropriate. What im hating on is the philosophy behind it, the idea of balance, the idea of stripping down every single class and making a dota version of it in my ar pee gee.
Delterius i never claimed than dota and mmo balancing are the same, i claimed that they are both shit in a game that is aspiring to be anything resembling old D&D editions.
tl;dr : i dont have a problem with the mechanics, they are p. sound for the most part, i have a problem with what drives all the design choices and how it will impact on the feel of the game.