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Re: Another Approach to Handling Subclasses' "Flavor" Problem
In Ashes, Class refers to the combination of Primary Archetype with Secondary Archetype: Ashes has 64 Classes.BackgroundDust wrote: »Question: do you think there will be enough difference between them so I can say they are different classes?
If we are going by D&D terminology, Ashes has 8 Classes and 64 Sub-Classes.
But, Ashes is not D&D.
Dygz
1
Re: Fixing the Class system
Agreed, with an emphasis for Cleric and Tank. Augments must significantly transform the base archetype or the core of the 8-man team is going to get boring.
I'd like to hear what ideas you have on them in the 'Class Fantay' thread. If your going Ranger do you have a particular secondary in mind and what it could/should do?
I find Cleric is easier to think of varients on because sustainment (a more expansive goal then just heal) is already normally done in so many ways in game (HoT, AoE Heal, single target heal etc) which can then be emphasized and synergized with other activities. Take an existing Cleric kit and just narrow it and your mostly done.
Tank on ther other hand is harder to figure out because they are more dependent on the tight interaction of Taunting, CC and Damage mitigation in order to achive their goal of enemy aggression control. Dodge tanks and Mesmerize tanks are obvious paths that even Intrepid described, but other types get weird. Likewise a Tank secondary can't just be "I have more HP" as, one skills don't give you base stats like that, two it would be super bland, three it would not be tanking as you would exert no control over enemy aggression.
Lodrig
1
Re: Rethinking Resource Systems: Enhancing Class Identity in AoC with Diverse Energy Mechanics
The only thing not present in Sanctus to my understanding is magic, basically the fuel for the mortal coil. Doesn't mean the mortal coil doesn't form as it did before, if the Gods sent the divine races in there, maintaining as much of the outside world as possible would make sense.
But as stated by the man himself: "Sanctus is a key story arc, that will likely have very little revealed about it prior to the Betas" So I might be completely wrong here, depending on what additional lore exists around the topic, but let's not dive too far into this and lose the main point:
Is it a good/feasable/innovative idea to change the resource system of the archetypes at this stage of development to have unique primary resources of for each Archetype? What's your take on that, @rollox ?
But as stated by the man himself: "Sanctus is a key story arc, that will likely have very little revealed about it prior to the Betas" So I might be completely wrong here, depending on what additional lore exists around the topic, but let's not dive too far into this and lose the main point:
Is it a good/feasable/innovative idea to change the resource system of the archetypes at this stage of development to have unique primary resources of for each Archetype? What's your take on that, @rollox ?
Kilion
2
Re: Fixing the Class system
Apparently you forgot that Blitz is not the only Active Skill on which a Teleport Augment can be placed and that we haven't seen all of the Active Skills that will be available at release and that we also haven't seen any of the Utility Skills.Someone forgot that Blitz only goes towards enemies, and it has a cooldown. See why I call this lazy thinking.
So... the suggestion that using a Teleport Augment on Blitz or Rush would leave the Fighter without an escape path is the epitome of absurd, paranoid, delusional, lazy thinking.
Especially since there will also be Racial, Social Org, Religion and Node Augments that might also provide alternative paths of escape.
Dygz
2
Re: Rethinking Resource Systems: Enhancing Class Identity in AoC with Diverse Energy Mechanics
So by the time you finished your character creation and click on play from a story perspective, your character has spent a few decades devoting themselves to that one particular kind of magic that you select via choice of your first Archetype, which is also why you won't be able to fundamentally move away from that even after choosing a different secondary Archetype. Us levelling up in that line of thinking means that the connection to our Archetypes magic grows strong, resulting in new skills
One point about this in lore. Is that characters are new arrivals on Verra. While on Sanctus there was a separation from The Essence. I don't think it is fair to say that new character has had decades to train and learn about how to use this essence or even have much awareness of their mortal coil.
All arrivals through the portals maybe have been trained for decades in physical arts, fighting. Or knowledge studies like weather or astronomy. But the use of essence is possibly only known about through ancient texts and studies. There has been no practice of it on arrival.
So it would make sense that new arrivals have maybe gotten an orientation. Some learnings and texts that describe what the essence is and maybe some theory on what the mortal coil is and how mana generates. But the only real info would be from those who came to Verra before us.so there is a knowledge that once you arrive you might have this affinity grow within you to tap into the essence and provide you with this mana.
But at that point you are raw and unpracticed, undisciplined in the use of mana and the essence. So as a fighter you use your standard momentum and slash with your sword which you have been battle trained in for years.And learn that these beings and creatures of Verra are strong with supernatural powers. Just simply slashing with your sword is not very effective. But you learn quickly that when I slash and gain momentum, I can channel this essence through my mortal coil, to magically make my sword lighter, to magically leap ten feet instead of just jumping a couple feet. To magically use my momentum to turn a simple spin move into a whirling dervish sort of whirlwind. Or when I cleave I can channel that essence to project a wave of energy forward in the direction I cleave.
So all skills learned as a warrior in the physical world still apply. It is just that with learning how your skills are changed through essence makes you that much stronger that it is just not useful enough to just cleave. If you really want to protect yourself, or kill that walking mushroom in front of your it takes manipulation of this essence to provide that extra umph to actually do some real damage to it.
So it seems to make sense that we all have this original Sanctus style of fighting, using momentum, control, divine power, courage. But suddenly there is this new powerful enhancement I can use, raw power through the essence that I must learn how to use and become disciplined with. That makes my regular Sanctus non magical style become magically imbued super powers though the essence in Verra.
I learned quickly that challenging someone who used this essence and magic resulted in defeat. It became essential to learn how to channel and use this power to even match up against someone else in Verra who also had this power to channel the essence.
rollox
1
Re: High quality AoC memes
"What? You haven’t read the whole wiki twice?! I personally did it since I follow the project for 20 years now... Another Wow's carebear I’ll gank ! (Did I say that I had been following the project for 20 years? )" - Lord EdgeRogue
Heljy
6
Re: Rethinking Resource Systems: Enhancing Class Identity in AoC with Diverse Energy Mechanics
I cant talk about ways to improve class identity, based on active skills and animations, weapon expertise/requirements, but I cant care less about different resources.
MP cost for skills is the norm across most video games. Who cares.
MP cost for skills is the norm across most video games. Who cares.