The very first sentence is where you deviate from my point.
At a base standpoint, classes have skills with effects that determine their 'role'.
Soon as you start mixing, you're creating a 'hybrid' role, one that you customized to yourself.
True, mages have a great variety when it comes to creating those hybrids however that was not my point.
Move it away from the mage which is the worst example to any other class and the point starts to become very clear.
Sword Champions for example. Their pre-determined 'role' is accurate striking, with high skill damage and an advantage over other skill casting classes due to their mute.
That's the base fundamental of a Sword Champion.
Artisans.
They get a choice of Launcher or Guns. The only variant there is that one has more AoEs.
Both however are defined by the actual 'Artisan' tree. In the Artisan tree, there is no variants for combat. Regardless of the choice in weapon, you still pick the exact same skills with their pre-determined effects that end up defining the 'role' you play. Because venturing off that pre-determined class structure for an Artisan in combat is impossible. Their main role is Damage with mixed Hard CC. They have absolutely no weapon or stat dependent bonuses in that tree which makes all Artisan at a skill base point exactly the same.
Then you have classes that actually do have the potential for variation and hybrids, however all the effects are still pre-determined. This means if you consciously want to play a role, you need to pick a class that supports it. After that you need to make sure it actually is up to par with the rate of combat. Because even though an Artisan is centered around Damage and Hard CC's, it doesn't mean it can produce them at an effective enough rate for the current speed of combat to be effective. Essentially, nullifying you having a choice in variation internally on the class, but also limiting which class you can play while still maintaining the role you desire to play.
This biggest example is Support Clerics when you're wanting to play a group support role.
Clerics while having a significant variation to build potential, and one being support, it is still the only class capable of true group support. While a Knight may be good at taking damage, it only indirectly supports your team. And by indirectly I mean the taunt mechanic. You're not actively benefiting your team directly by focusing them and casting bubbles, wards or the like. The only one is protection. The rest are indirect. You can't heal anyone, you can't rally them from death, and you can't actively assist them by blocking attacks aimed at them as a 'cover' method. The only thing you can do is cast an effect to slightly reduce the damage one person takes [not the entire party], and indirectly attempt to taunt foes off.
Even though the Knight's description on the official site is to protect team members while maintaining the ability to take damage from stronger enemy's, they can't actually do it.
This means if you want to actively support foes directly* with heals, wards[if/when we get them], buffs or enchantments and resurrections, then you're required to play the Cleric.
We've had so many chances to actually fix the meta of this game to allow for choice of role and build to be actively incorporated into the classes, but it has ultimately failed at that base point. Once you take into account hybrids or customized builds of a few specific sub-classes then yes some are capable of role changing. That however is not the case for many classes, and some classes are bound to take specific skills. Like the mage is bound to mana shield, and the Support Role is bound to the Cleric.
Edited by Feuer, 18 May 2015 - 07:32 AM.