When I think about Paths the first thought that comes to my mind is how awesome they sound, at least on paper. I love the idea of catering to specific playstyles that goes beyond how you like to kill people. There are many facets to MMO's and gaming in general and I applaud Carbine for recognizing that. However, due to the current design of the Path System I am also very worried about how they will impact dungeons and raiding. Each path will have the ability to interact with the environment in a unique way that a different path cannot. That is great when you are playing alone, but when it comes to dungeon groups I can already foresee a lot of drama. In order to experience the optimal amount of path content in the game, you would ideally need at least one of each path in your party; 1 Explorer, 1 Settler, 1 Scientist, 1 Soldier. That way you won't pass up a special mini-boss since you don't have a Soldier, or a shortcut with a hidden treasure chest because your party lacks an Explorer. Grouping up with all 4 paths equals the most bang for your buck. So obviously people would want to craft groups accordingly, right? I can imagine whispering a group that is looking for a healer and getting the following response when I ask for an invite: "Great, but what path are you? Oh, we already have two Explorers, thanks but no thanks." This practice would undoubtedly become more common as people began to learn what paths were useful in specific dungeons—i.e. a Scientist is the only one that can open up the best content in the Dungeon of Donkey Dingo Vampires. What I want to know is the following: 1.) How will Carbine combat excluding certain paths from specific dungeon groups? 2.) Will more than one of a specific path (2-3 Soldiers) ever be required to unlock certain path content in a dungeon? If so, see question #1. 3.) Are any of the dungeon path content (rewards) so good that it becomes unthinkable to not bring X path along to unlock it? The reason I am bringing this up is I distinctly remember being left out of groups in other games, simply because I wasn't the right class/profession/build/etc. combination. It was infuriating at times and made me question my character choices or even reroll entirely. Although I want paths to be lucrative, varied and obviously enjoyable, I don't want glaring imbalances or favoritism. I know, I know, that's asking a lot but it's a goal worth striving for.