But still limited by your base class set of class abilities. You can never slot a defensive ability on a rogue.
This is one thing I'm liking, and I said it a lot in the D3 thread--the need to control outcomes, prevents variables, which makes things very boring.
Think of all these variables from just two classes, of similar design.
Rogue: Movement/Offense/Offense/Utility (Weapons Garrote/Dagger) (Armor: Leather)
Assassin: Offense/Offense/Offense/Utility (Weapons Garrote/Dagger) (Armor: Leather)
It seems like a small change, but lets say there is a certain combo
offensiveof skills out there, that when used in a three part succession, produces a dramatic result. That combo is closed to the rogue even though everything else is the same (Except the need to change gear to account for the extra strain the triple offense gives.)
but then you can do this.
Ninja: Offense/Offense/Offense/Utility (Dagger/Katana) (Armor: Cloth/Leather)
And lets say, that same triple ability earlier, combined with a specific skill on the
Katana, can produce another different set of effects...and lets say cloth armor allows for different mods to be built in, further augmenting things.
So you have very similar classes, with very small variables, that can produce radically different results. And given the time it might take to build up a class to support these combos, it would really be about constantly playing to try new combos and see how further layers of armor can exploit these small shifts: And then when a class becomes dominant, exploring ways to negate it, like say.
Magi-Assasin: Offense/Movement/Movement/Movement (Dagger/Wand) (Armor: Cloth)
This class, because it can chain a certain movement combo can make that single offensive slot as deadly as the triple offensive combo of the ninja class, and therefor, counter the ninja class.
This kind of open ended variable design DOES sound, I admit, very cool. If D3 had been designed more like this, where items had specific interactions with skills, we all said it would be a great game. I really believe the key to a great game is, well, making it difficult to balance, because even the developers shouldn't be able to control all ends, because it's so broad and deep. THAT really makes a game world feel alive, when the players feel in control and the world feels like anything is possible. When even a small shift can create a whole new set of options to build on, because the amount of interaction is so broad.
One of the best parts of EQ was the fact that the programming was so bad that the players could exploit the shit out of it. Having that kind of "millions of variable" complexity does seem, very fucking cool. Lets just home they don't blow it by having their assholes pucker when players invent and exploit the thousands of combos and some precious raid boss gets his shit pushed in laughably easy.