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Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Best Of
Re: Ranged Mobs: Impossible to Counter if you are in their attack range
And you now have - functionally, at least - a dodge ability.they could just make side stepping and dodging take up stamina also the person would have to be quick enough.
The concept of neeing to take off tab target in order to hit a moving target is a non-starter.
Edit to add; I'm fairly sure it was very early 2019 when I first mentioned that defense is the single biggest issue in trying to combine tab and action combat. You can't have a system where someone using a tab target ability is able to have that shot not hit due to an action combat defense, but you also can't have a situation where an action combat attack hits the target, but due to the target having a high dodge or block stat, isn't registered as a hit.
The two don't work together, and I don't have an solution for it.
Noaani
3
Re: Ranged Mobs: Impossible to Counter if you are in their attack range
i don't think you see my point, but ok
Let's find out.
Your point, as I see it, is that you think players should be able to use regular character movement to dodge attacks.
My point is that this isn't what regular character movement is for. The game provides specific activated abilities to perform this specific function.
'You don't use movement to dodge' has to be one of the funnier things to come out of a person's keyboard
Caeryl
2
Re: How Multi-Classing Should Work in AOC
I've been thinking that augmentation will work similar to this for a while now.
Upon picking the secondary archetype you get a 'second tree' that is distinct for your class combo (even for the double down classes so 64 total trees), but which otherwise works very similar too the primary tee and is filled with 'passive' nodes which modify the abilities of the primary tree.
Intrepid has been using trees like structurs for progression of primary archetype AND weapon skills so it seems like a straitforward for both them and the player to stick with what is working and not reinvent the wheel. And it has the advantage of being flexible and extendible in the long term (trees can expand horizontaly with virtually no friction), while being balance able in the short term and provide the greatest chance for class uniqueness. As few as 10 nodes and thus ~700 total nodes can do a huge amount if thoughtfully designed.
Upon picking the secondary archetype you get a 'second tree' that is distinct for your class combo (even for the double down classes so 64 total trees), but which otherwise works very similar too the primary tee and is filled with 'passive' nodes which modify the abilities of the primary tree.
Intrepid has been using trees like structurs for progression of primary archetype AND weapon skills so it seems like a straitforward for both them and the player to stick with what is working and not reinvent the wheel. And it has the advantage of being flexible and extendible in the long term (trees can expand horizontaly with virtually no friction), while being balance able in the short term and provide the greatest chance for class uniqueness. As few as 10 nodes and thus ~700 total nodes can do a huge amount if thoughtfully designed.
Lodrig
2
How Multi-Classing Should Work in AOC
Hey All,
Today ill be sharing my thoughts on how I think Multi-Classing should work in respect to talent trees and abilities, for the purpose of todays post I will be using arbitrary numbers and references to other MMO's to express my ideas.
So lets get right into it, lets say you have a talent tree with multiple tiers of talents, each tier unlocking by spending points in previous talents in the tree. My idea stems from the idea that lets say at max level you have X amount of point to allocate in your main talent tree, for clarity sake, lets say at max level you have 60 Talent points to spend total regardless of class. Lets say for this example we pick Mage as our class.
So we have picked Mage and now we start leveling, lets say at level 20 we get to make another decision, we either pick another class to sub-spec into and create one of the 56 different combinations of mixed classes or pick our same class again to make one of the 8 "pure" classes meaning they have selected Mage - Mage. For the first 40 levels we will gain 1 talent point per level and the last 10 levels we gain 2 talent point per level. People who pick a "pure" class will be able to spend all 60 talent points on the main "mage" talent tree and unlock a new final tier only meant for "pure" classes, possibly some ultimate abilities to choose from or a meaningful passive that will make a "pure" class stand out. While people who pick a mixed class like Mage - Cleric will get to spend 50 talent points on their main tree and 10 points on a new small and unique tree depending on what class is chosen as a multiclass attached to their main. A person who selects Mage - Cleric will have a different "sub-tree" than someone who selects Bard-Cleric to keep classes unique and meaningful but relatively easy to balance due to the tree being smaller and more class focused. For example look at the size of the "Hero talent tree" from the new WoW expansion The War Within. A tree that size where 10 points can make a difference and possibly have a few different choices will encourage different builds and lots of choices without being a nightmare for balancing.
Let me know what everyone thinks and would love to hear other opinions!
Today ill be sharing my thoughts on how I think Multi-Classing should work in respect to talent trees and abilities, for the purpose of todays post I will be using arbitrary numbers and references to other MMO's to express my ideas.
So lets get right into it, lets say you have a talent tree with multiple tiers of talents, each tier unlocking by spending points in previous talents in the tree. My idea stems from the idea that lets say at max level you have X amount of point to allocate in your main talent tree, for clarity sake, lets say at max level you have 60 Talent points to spend total regardless of class. Lets say for this example we pick Mage as our class.
So we have picked Mage and now we start leveling, lets say at level 20 we get to make another decision, we either pick another class to sub-spec into and create one of the 56 different combinations of mixed classes or pick our same class again to make one of the 8 "pure" classes meaning they have selected Mage - Mage. For the first 40 levels we will gain 1 talent point per level and the last 10 levels we gain 2 talent point per level. People who pick a "pure" class will be able to spend all 60 talent points on the main "mage" talent tree and unlock a new final tier only meant for "pure" classes, possibly some ultimate abilities to choose from or a meaningful passive that will make a "pure" class stand out. While people who pick a mixed class like Mage - Cleric will get to spend 50 talent points on their main tree and 10 points on a new small and unique tree depending on what class is chosen as a multiclass attached to their main. A person who selects Mage - Cleric will have a different "sub-tree" than someone who selects Bard-Cleric to keep classes unique and meaningful but relatively easy to balance due to the tree being smaller and more class focused. For example look at the size of the "Hero talent tree" from the new WoW expansion The War Within. A tree that size where 10 points can make a difference and possibly have a few different choices will encourage different builds and lots of choices without being a nightmare for balancing.
Let me know what everyone thinks and would love to hear other opinions!
Re: How Multi-Classing Should Work in AOC
This would make Ashes more familiar to WoW players, but isn't the direction they seem to be aiming for.
You might get something like it, based on how the skilltrees are now, but it would be more flexible than this method.
You might get something like it, based on how the skilltrees are now, but it would be more flexible than this method.
Azherae
2
Re: Splinter Topic: Local vs Regional vs ServerWide (vs GameWide?) Markets
And finally, to address the question NiKr had from the parent thread.
In my experience the effect of high information on prices is minimal in the games that are closest to Ashes when it comes to this.
This is because in those games, players are very attuned to the exact value of 'time spent actively trying to make money'.
BDO grind spots are literally described in terms of 'silver per hour' and FF11's first 8-ish years, I could probably tell you the exact value of 1 hour of serious playtime in each region, for each job/class give or take a week's fluctuation.
BDO lacks fast Travel almost completely, other than using your alts for certain things. FFXI has a little of it, but back then it was never truly 'fast'. To ride from Windurst to Bastok on mount is around 30m. A teleport to save you half the trouble was consistently 10-15% the value of an hour's playtime. However, FF11 did not generally have direct Global chat, only the equivalent of Guild chat, so I make no claims about that specific aspect.
Both games also have enough consistent throughput of items, that even certain rarer ones, while you may not know the availability at that moment, you generally knew the price, if you were even remotely 'used to' interacting with that item. The same happens in BDO. It's hard to explain if it doesn't make sense already, but people just kind of 'know' what things cost (I've asked others to make sure it isn't just me, they don't know as much as me, but they guess based on minor information and guess correctly, the sort of baseline information that you would also have if you were considering getting it yourself, such as 'where does it come from').
I'm not 100%, but at this time I'd have no reason to assume that any form of Global Chat in Ashes of Creation would meaningfully offset the markets, since the following are true:
No/minimal fast travel.
Capacity to lose materials in transit
Capacity to lose time in transit
Points of specialization in production in Nodes (e.g. can't get wool in the desert)
Generally slower leveling
Commitment to the importance of Artisanship
Commitment to limitations on Artisanship
With that said, though, there's always the hitch in this whole thing, the whole 'Caravan+Glint+Travel=PrintMoney'. I'd have much more concerns about the Global Chat's effect on Caravan running, but I would also expect that most of the time, Node Chat would be how that happens.
I can see a situation in which a Caravan needs to pass through 4 Nodes, and Global Chat from Node 1 means that it has no chance of getting through Node 3 or 4 safely. On the other hand, literally yelling in Global about it means you might get attackers and defenders, so who knows.
Point is, I don't think market flux is the thing you need to care about in a Global Chat situation.
In my experience the effect of high information on prices is minimal in the games that are closest to Ashes when it comes to this.
This is because in those games, players are very attuned to the exact value of 'time spent actively trying to make money'.
BDO grind spots are literally described in terms of 'silver per hour' and FF11's first 8-ish years, I could probably tell you the exact value of 1 hour of serious playtime in each region, for each job/class give or take a week's fluctuation.
BDO lacks fast Travel almost completely, other than using your alts for certain things. FFXI has a little of it, but back then it was never truly 'fast'. To ride from Windurst to Bastok on mount is around 30m. A teleport to save you half the trouble was consistently 10-15% the value of an hour's playtime. However, FF11 did not generally have direct Global chat, only the equivalent of Guild chat, so I make no claims about that specific aspect.
Both games also have enough consistent throughput of items, that even certain rarer ones, while you may not know the availability at that moment, you generally knew the price, if you were even remotely 'used to' interacting with that item. The same happens in BDO. It's hard to explain if it doesn't make sense already, but people just kind of 'know' what things cost (I've asked others to make sure it isn't just me, they don't know as much as me, but they guess based on minor information and guess correctly, the sort of baseline information that you would also have if you were considering getting it yourself, such as 'where does it come from').
I'm not 100%, but at this time I'd have no reason to assume that any form of Global Chat in Ashes of Creation would meaningfully offset the markets, since the following are true:
No/minimal fast travel.
Capacity to lose materials in transit
Capacity to lose time in transit
Points of specialization in production in Nodes (e.g. can't get wool in the desert)
Generally slower leveling
Commitment to the importance of Artisanship
Commitment to limitations on Artisanship
With that said, though, there's always the hitch in this whole thing, the whole 'Caravan+Glint+Travel=PrintMoney'. I'd have much more concerns about the Global Chat's effect on Caravan running, but I would also expect that most of the time, Node Chat would be how that happens.
I can see a situation in which a Caravan needs to pass through 4 Nodes, and Global Chat from Node 1 means that it has no chance of getting through Node 3 or 4 safely. On the other hand, literally yelling in Global about it means you might get attackers and defenders, so who knows.
Point is, I don't think market flux is the thing you need to care about in a Global Chat situation.
Azherae
3
The Tank Class Augmented
(edits for formatting & updating some Classes)
| 9.25 Guardian, Unholy Paladin | 9.24 Argent, Paladin |
Warning: This is wordy, so if you don't like long posts probably best to skip this one.
Edit: Great point from Lodrig about playing with Courage more.
In a ToC stream a few nights ago they were talking about tanking, and one of the comments that had been brought up was a fear that Augments might not really change the game play much of classes after we get our Secondaries. I can understand that point of view to an extent, but I hope it's wrong. While we will still have all our Primary archetype abilities, allowing for Augments can really push class individuality in specific directions if handled correctly. Given the in-depth design behind all of Ashes systems so far, I doubt they would flake out on the Class system with something basic.
So, I present to you a thought experiment on where the 8 tank-role classes could go...
Keep in mind:
* Visuals will play a large part in this
* This is just a thought experiment with a focus on flavor and concept, not balancing.
First and foremost, and somewhat important (but not pivotal) to this entire experiment, is a series of suggested Tank Class skills unlocked at level 25, when we unlock our ability to take on Secondaries: the Perfect Defenses.
Some familiar with the concept may not fancy the idea of a Perfect Defenses system, and talents may allow for some ...mitigation (*fingerguns*) of their dislike of one. For example, one talent may increase the Perfection window to 2 seconds; and to give benefit to those that enjoy the system, a rival talent may give the tank a 15% critical strike bonus during a similar window.
However, even without Perfect Defenses, stacking Block, Dodge, and Parry Ratings to gear could allow these abilities to trigger passively. So, by stacking gear for passive benefits, or adding another level of gameplay for tanks - the concepts listed below still stand on their merit.
The Perfect Defenses are, as you'd surmise, using a defensive skill within a brief window of time (.5 second/ 1 second?) of your opponent's attack. This can be used for a number of different defense types: evasion, blocking, parrying, and shielding. By leaning in to each of these specific defense types, we can create a series of classes that are distinctive from each other and shine during different types of encounters. Some classes may be better at facing solo foes, others for multiple combatants, some PVE, some PVP, and even some ranged.
Below I'll talk a bit more about Perfect Defenses, detractors of the idea can just skip it to get to the Class concepts in the next section. Just interpret "augmented Perfect <defense>" as "augmented Successful <defense>"
Perfect Defenses each have a separate 3 second internal CD on success that is not reset by any means (modified by balance, of course).
I'll go over the Guardian first, as it will use all types of Perfect Defense in it's Augmenting. This should make understanding the interplay of other classes easier.
Guardian (Tank Tank)
Class Fantasy: The Ultimate Defender
Gameplay Favoring: Tankiest Tanks - Mobility
What makes them a threat in PVP: High maneuverability, short CD's on Control and Ally Dmg Mitigation
Preferred Equipment: Heavy armor, any weapon combination
Augmented Skills:
Argent (Tank Bard)
Class Fantasy: Standard/ Flag Bearer
Gameplay Favoring: Evasion tanking - Buffer
What makes them a threat in PVP: Rallying Banner skill, constantly Buffing and Debuffing groups
Preferred Equipment: Medium Armor, one-hand/off-hand, dual wield
Augmented Skills:
Colossal (Keeper) (Tank Summoner)
Class Fantasy: Indomitable warrior controlling the earth and terrain
Gameplay Favoring: Shielding - Controller
What makes them a threat in PVP:
Preferred Equipment: Heavy armor, two-handed weapons
Augmented Skills:
Knight (Tank Fighter)
Class Fantasy: Paragon of Military Excellence
Gameplay Favoring: Block Tank - Damage - Mobility
What makes them a threat in PVP:
Preferred Equipment: Heavy armor, one-handed weapons and shield
Augmented Skills:
Nightshield (Tank Rogue)
Class Fantasy: Shadow-fused Assassin, Nightmare in the Dark
Gameplay Favoring: Evasion Tank - Shielding - Damage
What makes them a threat in PVP:
Preferred Equipment: Medium armor, dual wielding
Key Mechanics:
Augmented Skills:
Holy Paladin (Tank Cleric)
Class Fantasy: Blessed Defender of the Weak, Unwavering Pillar of Justice
Gameplay Favoring: Block Tanking - Healing - Reflective Damage
What makes them a threat in PVP: Divine Intervention skill, healing output to Allies.
Preferred Equipment: Heavy armor, one-handed weapons and shield
Key Mechanics:
*Holy damage acts normally in regards to npcs and mobs. However, in PVP Holy 'damage' heals non-combatants, does normalized damage to Combatants, and does double triple against Corrupted.
Augmented Skills:
Unholy Paladin - Daea'din (Tank Cleric)
Class Fantasy: Corrupting Bringer of Death, Anti-Paladin, Shadow Knight, Domination and Cruelty
Gameplay Favoring: Control - Shielding - Damage
What makes them a threat in PVP: Persistent AoE damage and Debuffing
Preferred Equipment: Heavy armor and two-handed weapons
Key Mechanics:
Augmented Skills:
Elemental Spellshield (Tank Mage)
Class Fantasy: Elemental Battle Mage, Elemental Synergies
Gameplay Favoring: Shielding - Reflection - Damage
What makes them a threat in PVP:
Preferred Equipment: Heavy armor
Key Mechanics:
Augmented Skills:
Arcane Spellshield (Tank Mage)
Class Fantasy: Battle Mage, Arcane - the Master Above All
Gameplay Favoring: Evasion Tank - Control | Ranged Counter, Unpredictable gameplay
What makes them a threat in PVP:
Preferred Equipment: Medium armor, Arcane-damaging Weapons
Key Mechanics:
Augmented Skills:
* Effect: augmented Perfect Parry. The Spellshield brushes the incoming blow aside with their hand, regaining a spent charge of Arcane Volley or making the next Arcane Volley a guaranteed Critical Strike.
Warden (Tank Ranger)
Class Fantasy: Elusive Defender, Unyielding Predator
Gameplay Favoring: Evasion Tank - Damage - Mobility | Stealth, Methodical
What makes them a threat in PVP:
Preferred Equipment: Medium armor, two-handed weapons
Augmented Skills:
So, there are some thoughts. Before you say "this seems way more powerful than we've seen, it's too OP", remember we've seen early level gameplay. This is meant to be more endgame play - it should seem OP in comparison. Balancing will always need to be done, of course. Also, you won't be able to Augment everything listed, you'll still be limited to an amount of Archetype augments by level. This was just a flavoring post.
Again, if you don't like the idea of Perfect Defenses, that's fine - you don't have to belabor it. Focus on the concepts themselves, or if you see more flavorful interactive ways of triggering the skills reply with those. Constructive criticism leads to better design, doomering doesn't help anyone.
The goal of this thought exercise is to make each class compelling in it's own right to those that enjoy that style of play. Every class should have something that says to someone THIS IS THE CLASS FOR ME.
Hope you enjoyed some mindless theory-crafting/ wishing on a star
| 9.25 Guardian, Unholy Paladin | 9.24 Argent, Paladin |
Warning: This is wordy, so if you don't like long posts probably best to skip this one.
Edit: Great point from Lodrig about playing with Courage more.
In a ToC stream a few nights ago they were talking about tanking, and one of the comments that had been brought up was a fear that Augments might not really change the game play much of classes after we get our Secondaries. I can understand that point of view to an extent, but I hope it's wrong. While we will still have all our Primary archetype abilities, allowing for Augments can really push class individuality in specific directions if handled correctly. Given the in-depth design behind all of Ashes systems so far, I doubt they would flake out on the Class system with something basic.
So, I present to you a thought experiment on where the 8 tank-role classes could go...
Keep in mind:
* Visuals will play a large part in this
* This is just a thought experiment with a focus on flavor and concept, not balancing.
First and foremost, and somewhat important (but not pivotal) to this entire experiment, is a series of suggested Tank Class skills unlocked at level 25, when we unlock our ability to take on Secondaries: the Perfect Defenses.
Some familiar with the concept may not fancy the idea of a Perfect Defenses system, and talents may allow for some ...mitigation (*fingerguns*) of their dislike of one. For example, one talent may increase the Perfection window to 2 seconds; and to give benefit to those that enjoy the system, a rival talent may give the tank a 15% critical strike bonus during a similar window.
However, even without Perfect Defenses, stacking Block, Dodge, and Parry Ratings to gear could allow these abilities to trigger passively. So, by stacking gear for passive benefits, or adding another level of gameplay for tanks - the concepts listed below still stand on their merit.
The Perfect Defenses are, as you'd surmise, using a defensive skill within a brief window of time (.5 second/ 1 second?) of your opponent's attack. This can be used for a number of different defense types: evasion, blocking, parrying, and shielding. By leaning in to each of these specific defense types, we can create a series of classes that are distinctive from each other and shine during different types of encounters. Some classes may be better at facing solo foes, others for multiple combatants, some PVE, some PVP, and even some ranged.
Below I'll talk a bit more about Perfect Defenses, detractors of the idea can just skip it to get to the Class concepts in the next section. Just interpret "augmented Perfect <defense>" as "augmented Successful <defense>"
Perfect Defenses each have a separate 3 second internal CD on success that is not reset by any means (modified by balance, of course).
- The Perfect Block - Using a Shield Block or Block ability within the window of an opponent's attack. Nullifies the Blocked attack and returns damage based on the tank's Block Mitigation Rating. Though it nullifies the attack, this ability is considered Block tanking, as even on failure some of the damage will likely be mitigated.
- The Perfect Dodge - Give Tanks a window (.5 sec/1 sec) that their Dodge ability gives them an iFrame (invulnerability), nullifying the attack. Make the stamina cost on Tanks Dodge ability based on their weight carried/ worn, so that heavily armored tanks have a much higher cost when attempting. This will focus more evasion type game play for Medium armored tanks.
- The Perfect Parry - Nullifies the attack. Though it is not necessarily an dodging maneuver, as it nullifies the incoming attack it is considered Evasion Tanking. This ability can be triggered in multiple ways:
- Timing the first attack of your weapon combo at the same time as your opponent attacks with a melee weapon.
- Subsequent attacks of your weapon combo have a 10% chance of triggering it.
- Weapon combo attacks that have been talented in to beyond the range of the normal combo - allowing players to stall the end of their weapon attack combo to bait their opponent before continuing their onslaught.
- Inciting Strikes.
- Other ways indicated by the Class.
I'll go over the Guardian first, as it will use all types of Perfect Defense in it's Augmenting. This should make understanding the interplay of other classes easier.
Guardian (Tank Tank)
Class Fantasy: The Ultimate Defender
Gameplay Favoring: Tankiest Tanks - Mobility
What makes them a threat in PVP: High maneuverability, short CD's on Control and Ally Dmg Mitigation
Preferred Equipment: Heavy armor, any weapon combination
Augmented Skills:
- Duelist's Repose - augmented Perfect Parry
* Effect: Applies Disarmed to your opponent, grants the user the Conflict effect, and gains an additional charge of Overpowering/ Inciting Strikes (up to 2). - Unbreakable Bulwark - Tank augmented Perfect Block
* Effect: Doubles the effect of Reflect, causes your next Slam to cost no Mana or resets the CD of Shield Assault. - Elusive Disdain - augmented Perfect Dodge
* Effect: Restores the Stamina cost of Dodge, grants Mana equivalent of the restored Stamina cost, applies Demoralized to your opponent, and reduces all CDs by 2 second. - Dauntless Rappel - augment replaces Grapple
* Effect: Throws 3 hooked chains in to a group of enemies, Snaring each of them. Resets the CD of Overpowering/ Inciting Strikes, then launches the Guardian in to the middle of the group, landing with a Tremoring Bellow. - Impeding Savior - augments Protect
* Effect: Consumes Courage, immediately rushes towards an Ally granting them the Shield effect. - Get Out of Here - augments Tomahawk
* Effect: Temporarily Incapacitate your target as you pick them up and throw them in a direction, damaging those in the landing area. +50% damage to targets hit from behind and the Thrown. - Overpowering Strikes - augmented Inciting Strikes
* Effect: Inciting Strikes+, Knockback, stacks Demoralized - Crushing Blows - augments Inciting Strikes
* Effect: Inciting Strikes+, inflicts additional damage on your opponent's Weapons and Armor, does triple damage against Shield effects, stacks Demoralized.
Argent (Tank Bard)
Class Fantasy: Standard/ Flag Bearer
Gameplay Favoring: Evasion tanking - Buffer
What makes them a threat in PVP: Rallying Banner skill, constantly Buffing and Debuffing groups
Preferred Equipment: Medium Armor, one-hand/off-hand, dual wield
Augmented Skills:
- Rallying Banner - augment replaces Absorption Field
* Effect: The Argent throws their battle standard in to the ground, calling out defensive formations. Resets all the Argent's CD's. Depletes the Argent's Courage, all party members gain a Shield effect with the health of (Courage x Multiplier spent). Breaking the Shield on the Argent removes all applied party Shields. (Shielding concept by Twitch: NyceGamingTV). All Shielded party members within range of the banner gain Conflict/Arcane Might.
* Effect: Absorption Field+, the Argent throws their battle standard in to the ground, resetting their CDs. All Allies within range of the banner gain Absorption Field and Conflict/Arcane Might. - Cavalry Charge - augmented Charge
* Effect: All members of your party (not raid) gain the Charge effect. - Derisive Riposte - augmented Perfect Parry
* Effect: Reflects the Parried attack damage and effects back on to the opponent, applies Demoralized, and gives all party members Pep for 6 seconds. - Demoralizing Dodge - augmented Perfect Dodge
* Effect: Gives the user Pep, applies Demoralized, and resets the CD for Mocking Jeer/Tremoring Bellow - Mocking Jeer - augments Tremoring Bellow
* Effect: Applies Demoralized to all Foes within range, Humiliated to all foes that are Demoralized, and all members of your party (not raid) gain Anthem of Alacrity for 6 seconds. - Feint - augments Tomahawk
* Effect: Tomahawk+, quick throw a long knife, interrupting your current attack or ability attempting a Perfect Parry. "It's all in the reflexes."
Colossal (Keeper) (Tank Summoner)
Class Fantasy: Indomitable warrior controlling the earth and terrain
Gameplay Favoring: Shielding - Controller
What makes them a threat in PVP:
Preferred Equipment: Heavy armor, two-handed weapons
Augmented Skills:
- Earthbinder's Will - augmented Grit
* Effect: Grit+, breaks CC, immediately gain the Shield affect. Casting any Summoner Augmented ability refreshes this Shield but does not stack it. - Unyielding Rampart - augmented Wall
* Effect: Wall gets 3 charges, and Walls can be rotated vertically and horizontally. This can be used to wall off higher areas, or create bridges over the environment. Vertically rotated walls will spawn out from the Colossal. Walls rotated vertically can also Knockback, Stun, and damage those hit by it. These walls cannot be used to knock opponents off cliffs, opponents will land on the end of the wall when Stunned. - Battering Charge - augmented Charge
* Effect: Creates a W-shaped wall in front of the Colossal as they charge their enemies. Enemies will suffer Knockback and Stagger effects. As enemies will slide in to the grooves of the W-shape when they are charged (keeping them slightly 'behind' the tank), this ability can be used to knock enemies off cliffs so long as the Colossal is willing to run off the edge themselves. - Earthen Bulwark - augment replaces Absorption Field
* Effect: All Allies within range of the cast will gain Hold the Line, and Shield effects. They can move about freely after the cast and do not need to stay in range. - Hewn Stalactite - augment replaces Tomahawk
* Effect: High threat and damage. Rend an earthen spear from the ground and hurl it at an enemy. Pierces all enemies within it's thrown pathing range.
Knight (Tank Fighter)
Class Fantasy: Paragon of Military Excellence
Gameplay Favoring: Block Tank - Damage - Mobility
What makes them a threat in PVP:
Preferred Equipment: Heavy armor, one-handed weapons and shield
Augmented Skills:
- Valorous Throw - augment replaces Grapple
* Effect: The Knight throws their weapon (or shield) towards a group of enemies, ricocheting off those in range before returning. High damage and threat. - Cavalier's Charge - augment replaces Charge
* Effect: Gains 2 charges. Breaks CC, the Knight quickly mounts up and charges forth, damaging and Incapacitating all in their path. Once Incapacitation ends, those struck are Staggered. Like the Bard Flourish, this ability can be steered and is not solely for moving forward. - Valiant Counter - augmented Perfect Block
* Effect: After a perfect Block the Knight gains a charge of Inciting Strikes CD (up to 2). - Martyr's Rejoinder - augmented Protect
* Effect: Protect+, damage done to those under your protection redirect a quarter (down from half) damage to you and a quarter of the damage to all Foes around you. - Coward's Demise - augmented Tomahawk
* Effect: Tomahawk+, throws a lance at a Foe, doing 200% more damage to targets hit from behind. - Heroic Rally - augmented Tremoring Bellow
* Effect: Tremoring Bellow+, applies Demoralized to Foes, and Bolster Vitality to Allies.
Nightshield (Tank Rogue)
Class Fantasy: Shadow-fused Assassin, Nightmare in the Dark
Gameplay Favoring: Evasion Tank - Shielding - Damage
What makes them a threat in PVP:
Preferred Equipment: Medium armor, dual wielding
Key Mechanics:
- * Shadow Decoys are illusionary replicants of the Nightshield. When shadow decoys are created the Nightshield will randomly switch spots with one of them, making it visually impossible for the viewer to know which is the Decoy. (Toggleable?, as the gameplay may be too jarring for some)
- * You may create a maximum of 5 Shadow Decoys at a time.
- * Decoys mirror your attacks, doing 10% of the damage, but giving every hit a 3% chance of resetting your Inciting Strikes CD.
- * Decoys have 25% the Nightshield's health. When they are defeated they give the Nightshield a not-stacking Shield effect, 10 Courage, and the Foes delivering the killing blow gains a stack of Wounded.
Augmented Skills:
- Illusory Stalker - augmented Charge
* Effect: Move forward at half normal Charge speed, but splitting in to two Shadow Decoys. - Night's Edge - augmented Perfect Dodge
* Effect: Gives the Nightshield Pep, creates a Decoy, and refreshes their Inciting Strikes CD. - Shadow Walk - augment replaces Grapple
* Effect: Creates a Decoy at the target that teleports them to the Nightshield. - Penumbra - augmented Grit
* Effect: Grit+, instantly summons a Decoy. - Umbral Champion - augmented Fortify
* Effect: Fortify+, makes the Nightshield immune to CC and grants them Conflict.
Holy Paladin (Tank Cleric)
Class Fantasy: Blessed Defender of the Weak, Unwavering Pillar of Justice
Gameplay Favoring: Block Tanking - Healing - Reflective Damage
What makes them a threat in PVP: Divine Intervention skill, healing output to Allies.
Preferred Equipment: Heavy armor, one-handed weapons and shield
Key Mechanics:
*Holy damage acts normally in regards to npcs and mobs. However, in PVP Holy 'damage' heals non-combatants, does normalized damage to Combatants, and does double triple against Corrupted.
Augmented Skills:
- Divine Intervention - augment replaces Reflect
* Effect: Kneeling in Prayer, the Paladin is Incapacitated. Depletes the Paladin's Courage, all party members gain a Shield effect with the health of (Courage x Multiplier spent). Breaking the Shield on the Paladin removes all applied party Shields. (Shielding concept by Twitch: NyceGamingTV). All Shielded party members heal to full within 10 seconds if the Shield is not broken. - Divine Judgment - augment replaces Grapple
* Effect: Calls down a pillar of Holy damage in a small area, causing significant threat and damage. - Light's Veil - augment replaces Wall
* Effect: Casts in front of the Paladin. Blocks enemy missile attacks. Foes passing through get Humiliated (refreshes until the Paladin dies), Allies passing through gain a Shield. Corrupted passing through gain Shaken. - Hallowed Ground - augmented Absorption Field
* Effect: Absorption Field+, pulses with Divine Flare. - Shelter of the Righteous - augmented Perfect Block
* Effect: Refreshes the CD of Divine Judgment, doubles the effect of Reflect, and gives the Paladin the Thorns effect for 5 seconds, dealing Holy damage - Righteous Prayer - augmented Tremoring Bellow
* Effect: Tremoring Bellow+, unleashes a Consecrated Wave. - Sacred Words - augment replaces Tomahawk
* Effect: A moderate, instantaneous heal to an Ally (cannot be self). - Mete Repentance - augment replaces Slam
* Effect: Knocks back your opponent and Incapacitates them temporarily.
Unholy Paladin - Daea'din (Tank Cleric)
Class Fantasy: Corrupting Bringer of Death, Anti-Paladin, Shadow Knight, Domination and Cruelty
Gameplay Favoring: Control - Shielding - Damage
What makes them a threat in PVP: Persistent AoE damage and Debuffing
Preferred Equipment: Heavy armor and two-handed weapons
Key Mechanics:
- * Unholy damage acts normally in regards to npcs and mobs. However, in PVP Unholy damage deals half damage against Corrupted.
- * Blood Shield: Daea'din affected by a Blood Sheild cannot be healed by others, they may only self heal. Blood Shield is a Shielding effect of half the Daea'din's Max Health. 10 seconds after Combat ends, the Blood Shield fades and the Daea'din heals for that amount. If the Daea'din is at full health before it ends, their Fortify cd is refreshed.
Augmented Skills:
- Pestilence - augmented Absorption Field
* Effect: Absorption Field+, all Foes within range of the AoE are Snared, Demoralized, and take Unholy damage for every meter they move. If a Foe has taken damage from Pestilence and dies in the AoE effect, the range of Pestilence increases by 1 meter. Pestilence does not fade until the Daea'din is killed or combat ends. - Grasp of the Dead - augmented Grapple
* Effect: Throws out 3 bone chains to draw opponents to the Daea'din, Snaring them and applying Chill. - Wall of Bone - augmented Wall
* Effect: The Wall created Grapples those within a certain range every few seconds, Snaring and attacking those within melee range. - On a Pale Horse - augmented Charge
* Effect: Charge+, The Daea'din mounts a skeletal steed and rushes forth, breaking and becoming Immune to CC. When they dismount they are granted a Blood Shield. - Sadistic Onslaught - augmented Inciting Strikes
* Effect: Inciting Strikes+, stacks Wounded and Bleed on the those hit. - Domination - augmented Perfect Parry
* Effect: Every attack of the Daea'din's weapon combo has a 20% chance of triggering Domination. Triggering resets the CD of Sadistic Onslaught, grants the Daea'din Conflict. - Sanguine Curse - augmented Grit
* Effect: Grit+, fills the Daea'din's Blood Shield to full, damaging Foes within range for (that amount divided by the number of Foes affected). - Blasphemous Frenzy - augment replaces Indomitable Spirit
* Effect: Absorb all Bleed effects within Range (healing Allies, damaging Foes) to replenish your Blood Shield.
Elemental Spellshield (Tank Mage)
Class Fantasy: Elemental Battle Mage, Elemental Synergies
Gameplay Favoring: Shielding - Reflection - Damage
What makes them a threat in PVP:
Preferred Equipment: Heavy armor
Key Mechanics:
- * Elemental effects have a rock-paper-scissor dynamic, Fire-Ice-Lightning. A Spellshield may match their Elemental defensive and offensive outputs to ramp up their debuffing of opponents, or they may alternate those outputs to play on their discordance.
- * As skills may be Augmented by different Elements, their skill Icons should be gray-scaled and overlaid with the appropriate Element-related color.
- * Elemental Backlash occurs when an Elemental buff or debuff is removed by it's Counter Element. The victim of Elemental Backlash is Staggered, takes double the damage of the attack that broke the de/Buff, and takes on a stack of the Debuff's appropriate Element. Non-stacking de/Buffs are considered to have 6 stacks for 'countering' purposes.
Augmented Skills:
- Elemental Rush - augmented Charge
* Effect: Charge+, the Spellshield becomes one with the augmented Element, turning off Collision until they stop and leaving an Elemental Wall in their Wake. - Elemental Wall- augmented Wall
* Effect: Passing near or through the augmented Element damages Foes and stacks the appropriate Elemental Debuff on them. - Elemental Orb - augment replaces Grapple
* Effect: Casts a ball of the augmented Element at a Foe that explodes and damages/ Debuffs all within range. - Elemental Blast - augment replaces Inciting Strikes
* Effect: Blasts the area in front of them with augmented Element damage/ Debuffs, wider and longer range than Inciting Strikes. - Elemental Surge - augmented Tomahawk
* Effect: Tomahawk+, Elemental damage and debuffing. - Imbue Weapon - augment replaces Slam
* Effect: Choose an Element to Imbue upon your weapon. Your weapon attacks will do additional Elemental damage and Debuffing. If attacking a player buffed or debuffed by an element vulnerable to your Imbued weapon's element, remove stacks of that de/buff. When the de/Buff is nullified, inflict Elemental Backlash. - Elemental Sheathing - augment replaces Ancestral Bolas
* Effect: Apply an Elemental Shield to the Spellshield, gaining the Shield effect. This Shield is replenished by the sheathed element, and vulnerable to it's counter element. If an Elemental Sheathing is broken by it's counter element, the effects of Elemental Backslash are doubled.
Arcane Spellshield (Tank Mage)
Class Fantasy: Battle Mage, Arcane - the Master Above All
Gameplay Favoring: Evasion Tank - Control | Ranged Counter, Unpredictable gameplay
What makes them a threat in PVP:
Preferred Equipment: Medium armor, Arcane-damaging Weapons
Key Mechanics:
- * Mirror Images are illusionary replicants of the Arcane Spellshield.
- * The Spellshield may have a maximum of 2 Mirror Images at a time.
- * Mirror Images mirror your attacks, doing 25% of the damage, but giving every hit a 15% chance of resetting your Inciting Strikes/Arcane Supremacy spells CD.
- * Mirror Images have 50% the Spellshield's health. When they are defeated they give the Spellshield a not-stacking Shield effect and 20 Courage.
Augmented Skills:
- Mirror Images - Replaces Shake It Off
* Effect: Creates 2 Mirror Images of the Spellshield. This ability does not go on CD, however you can only have 2 Mirror Images at a time. Using this skill again switches your Spellshield with the Mirror Image to the Left. - Elemental Subjugation - augment replaces Ancestral Bolas
* Effect: The Elemental Buffs, Debuffs and Shields of Foes within the range of this spell find an equivalent Counter Element De/Buff on any Foe and undergo Elemental Backlash. - Time Fold - augmented Charge
* Effect: Charge+, resets Arcane Circle CD, move at double the normal Charge pace. - Arcane Circle - augment replaces Reflect
* Effect: As per Mage's Arcane Circle+, Knockbacks any Foes within it's radius, additionally Arcane damage done by the Spellshield while in Arcane Circle replenishes their Shield. - Gravity Well - augment replaces Grapple
* Effect: Creates heavy gravitational orb at the location, drawing in all Foes within range - then whisks back to the Spellshield. - Blink - augmented Perfect Dodge
* Effect: Grants the Spellshield the Chaos effect, and creates 2 Mirror Images of the Spellshield. If the Spellshield already has 2 Mirror Images, 2 more are temporarily created for 3 seconds. These additional Mirror Images do no damage. After 3 seconds extra Mirror Images fade, giving the Spellshield time to replace their position amongst the new Images. - Nullification Veil - augment replaces Wall
* Effect: A faint purple wall. All Foes passing through the Nullification Veil lose their magic-based Buffs, and magics cast by Foes targeting those beyond the Veil are nullified. To clarify, the spell is cast (the mana is spent, the ability goes on CD), however it has no effect on passing through the Veil. - Arcane Supremacy- augments Inciting Strikes, Tomahawk, and Weapon damage using Arcane damage weapons (wands, books, etc)
-
* Effect:
* Effect: Inciting Strikes becomes Arcane Volley: Gains up to 2 charges. Visual: unleashes a devastating volley of Arcane orbs
* Effect: Tomahawk becomes Arcane Missiles: Gains up to 3 charges. Visual: unleashes a swarm of smaller Arcane missiles.
* Effect: Your normal weapon combo attacks using weapons that deal Arcane damage do double damage.
* Effect: augmented Perfect Parry. The Spellshield brushes the incoming blow aside with their hand, regaining a spent charge of Arcane Volley or making the next Arcane Volley a guaranteed Critical Strike.
Warden (Tank Ranger)
Class Fantasy: Elusive Defender, Unyielding Predator
Gameplay Favoring: Evasion Tank - Damage - Mobility | Stealth, Methodical
What makes them a threat in PVP:
Preferred Equipment: Medium armor, two-handed weapons
Augmented Skills:
- Shroud - augmented Charge
* Effect: Charge+, resets Serrated/ Inciting Strikes CD, gains the Camouflage effect and Conflict. Like the Bard Flourish, the Warden can move directionally. - Viper's Dance - augmented Perfect Dodge
* Effect: Grants your Serrated/ Inciting Strikes a second charge (up to 2) or makes the next Strikes a guaranteed Critical Hit, and grants the Warden the Conflict effect. - Serrated Strikes - augmented Inciting Strikes
* Effect: Inciting Strikes+, those hit gain the Wounded effect, and the Warden gains Thorns. - The Great Hunt - augment replaces Grapple
* Effect: Air Strikes towards the Warden's opponents shooting vined arrows before Disengaging back mid-air, pulling their Foes with them, Staggered. - The Most Dangerous Game - Replaces Indominable Spirit
* Effect: chose an Archetype, your attacks now do 50% more damage against those with that Primary Archetype, Elite mobs, and raid/dungeon Bosses. - Piercing Shot - augment replaces Tomahawk
* Effect: As per Ranger's Piercing Shot+, gains +50% against targets hit from behind. - Bear Trap - augment replaces Ancestral Bolas
* Effect: As per Ranger's Bear Trap+, but throws out 3 traps behind the current melee target - Hemorrhaging Wound - augment replaces Slam
* Effect: Jab a barbed arrow from your quiver in to your opponent, damaging them and giving them a stack of Bleeding. - Leaves in the Wind - augments Absorption Field
* Effect: Absorption Field+, all within the Field gain Camouflage.
So, there are some thoughts. Before you say "this seems way more powerful than we've seen, it's too OP", remember we've seen early level gameplay. This is meant to be more endgame play - it should seem OP in comparison. Balancing will always need to be done, of course. Also, you won't be able to Augment everything listed, you'll still be limited to an amount of Archetype augments by level. This was just a flavoring post.
Again, if you don't like the idea of Perfect Defenses, that's fine - you don't have to belabor it. Focus on the concepts themselves, or if you see more flavorful interactive ways of triggering the skills reply with those. Constructive criticism leads to better design, doomering doesn't help anyone.
The goal of this thought exercise is to make each class compelling in it's own right to those that enjoy that style of play. Every class should have something that says to someone THIS IS THE CLASS FOR ME.
Hope you enjoyed some mindless theory-crafting/ wishing on a star
Re: START DATE OCT 25 OR NOV 8...
you callin' us old???!!!
I as a Player approaching my Fourties can say proudly that i was "old enough" to have witnessed the golden Age of VideoGames when i approached my Twenties. .
The sad part about most if not all Video Gamers who are now about 20 Years of Age, is that most of them have probably not played any good Games.
Only if they had help / Recommendations from older Players. But hopefully i see this just a bit to negative.
Aszkalon
1
Re: Ashes of Creation must dodge this bullet
Guess the bullet wasn’t dodged. What now?
Re: Next Livestream + Q&A Submission - Friday, September 27, 2024 at 11am Pacific
does this ever get a REAL reply from internal people? i hate these long paragraphs from random fans like they work here... lets not do that.. yikes
c0done
1