Sharedflight: Lets followers/ents stay with you when you're flying as long as they keep following you. or like windstream might be a good name too idk.
There are untold strategies and combinations still being found all these years later just in interactions between classes on the same tether. There are entire pieces of kits that go unused and unexplored. I don't really think it's a cause for concern, personally.
Like. I want to comment on this, but I don't want to be overly negative. I will simply say that it is my opinion that making everything in these games samey is a good way to make them less interesting. So for what it's worth, I'm not a fan of this.
There are many positives with this change, but I would like to discuss a negative I see of everyone having access to the same classes and mechanics. It eliminates deviations. Trying new things, finding new combos, unexpected interactions. After everyone is used to it and gets through the initial experiments, for both sides the best tactics and classes will be the same and set in stone. This is the quickest way to kill someone, using these classes, these skills, this kill condition, anything else isn't worthwhile. And when combat gets heated even though I know we'd like to think we wont, I know there will be backlash against players that don't want to fight using those classes and tactics, it already happens in some heated moments.
Making it all the same, makes the answer the same for everyone. It doesn't become about combat knowledge and experimenting, but having the least lag. I know it's already moving that way, has been for a while, but I just like unique features. Always have. All the same, cookie cutter systems just doesn't seem as fun for me personally. I know the current system has it's own negatives too it, but I honestly think I'll have more fun playing a game with unique abilities to each side then we are all the same. It relies on skill beyond just coding.
There is appeal for sure in having more classes for both sides, and widening the class archetypes available to both sides, but that doesn't require identical mechanics. While that is definitely easier to release and to balance, it limits play. There will be classes that get 0 play. Only worth playing a few core classes. And while they all have use and could be successful one on one, combat has almost entirely shifted to group combat. And the classes do not have balanced aspects to all be equally effective in groups.
Man, if I had any doubts before about us needing to do mirror-classes (I didn't) then I definitely don't after reading everything in this thread. Also, I guess I just unofficially announced our intentions on that. Huh.