Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
I hope that summoner feels epic and unique and not simply 'I summon my fire elemental and then do exactly the same thing the mage does except the fire balls originate 2 feet to my left instead of from my hands'.
With the way rabbid I believe described how the dual class system works I don't think its going to be that different though. He stated if you were a fighter you'd charge and bash and the mage/fighter would teleport and bash or something like that so we will have to get A LOT farther along before we can even begin to flesh things like this out.
If the Summoner Class has more of a ... " Broad-Foundation " , then each idea for Summoning that Creature/ " Thing " could be furthered expressed by each Archetype-Blends. It won't Out-Class another Summoner
( regardless if its " Pure " Summoner or a Blend )
But rather, it'll just be equally viable & still add more diversity to the Class Archetype Blends
After reading my idea for the Summoner/ Rouge , I think i was trying to emphasis it would be similar to a " Mystical-Phantom " Combat-Style
(or Phantasm)
While I am familiar with the term Necromancer, I'm not quite on it. I like the idea, still unsure. I'll try to look into it more
https://forums.ashesofcreation.com/discussion/comment/83548#Comment_83548
Support summoners would be able to conjure walls to defend their allies, create ladders out of thin air while trying to storm a castle or even piecing together an uncatchable chariot for a clean getaway!
Combat summoners would be able to summon any weapon imaginable to aid them in their battle, send cannon balls hurling towards the enemy appearing for nowhere or protect entire armies with impenetrable armour shrouded in a fluorescent blue.
Obviously, these ideas are slightly exaggerated and would be rather op if done to this scale but this is just an example to entice the thought of something different from the standard.
Fighter/ Summoner OR Summoner/ Fighter ?
Because i mentioned something like thise in one of my older post
In my opinion, i think Fighter/ Summoner should be similar to the
" Gotei 13 from Bleach Anime "
While the Summoner/ Fighter should similar to
" KingdomHearts Sora's Master Form and/or Final Form "
- While the Summoner/ Fighter will not have as much Swordsmanship, but Levitating-Swords. But trying its best to not be reminiscent to Hack-&-Slash - still maintaining Strategy
But this is just my Initial Thoughts, it may not be " that " much of a difference, but sure do hope so( siimilar to what @Shirikuryu & I 1st mentioned. )
I'd imagine Summons range from All Sizes. And for the Players Ability U.I Bar to be constantly changing - based on how many Summons currently in-active & and when Summoner is forced to " exit combat "
( via Time Gauge, Dies/ Faints, maybe other variables to consider ? )
@Shirikuryu mentioned his " Concentration " idea. Which is more flexible ... but i still believe it could be abused ( #10-man-Zerg ) . But if possible ... i suppose the
" Lesser Summons " would be considerably weak.
,,, Rather than dividing them up by Elementals, I thought of Dividing them by
- Lesser-Summon
- Greater-Summon
- Elder-Summon
( And some in-between the 3 mentioned above )- " Yu Yu Hakusho's Spirit-Class Ranking " ( link below )
- http://yuyuhakusho.wikia.com/wiki/Spirit_Classes
- Note the terms ... ( low, mid, upper and High ) mentioned
Which could lead to- Lesser-Summon ( Low )
- Lesser-Summon ( Mid )
- Lesser Summon ( Upper )
- Lesser-Summon ( High )
- Greater Summon ( Low )
- Greater-Summon ( Mid )
- And so on
( it'll be a variety of each - so much so, it'll be " category " )But honestly I'm kinda doubtful - a Small " indie " Company, but Seasoned-Devs. In
fact, I'm kinda concerned for Alpha Zero. Really hoping they'll be a Huge Gap in progress shown in Both " Alpha Zero & Alpha Phase 1 "
If they need more time and extend the date ... that'll be good xD
EDIT: How would you " Categorize " the Summons ?
But kinda like the enthusiasm Xp
Summons shouldn't be limited to specific creatures. Any demonic or undead creature (besides bosses / very powerful special creatures) that summoner learns about should become summonable.
Of course to balance the game all summons should have stats standardized, but the skin would remain of the creature summoner learned about.
When summoner learns how to summon specific creature, only then would alternate skins for that creature become available in cash shop.
So for example, summoner should not be able to buy/use alternate skeleton skins in CS, until he has actually learned to summon a skeleton type creature.
Other then that summoner should have a variety of dark spells, like:
- be able to heal his summoned creatures (ofc. this heal should be balanced and not OP)
- he should be able to transfer his own health to creature, or creatures health to himself
- sacrifice his summoned creature for a certain buff (which buff summoner gets would depend on which creature he has sacrificed) and then he would fight with buff but without creature
- be able to select target of his creature attacks
- his creatures would have few spells of their own, depending on creature type
- he would be able to sacrifice his own health, to heal an ally
- possibly sacrifice his own life to give special buff to party (if he got resurrected by an ally group buff would expire)
Skins ? Just add those into the Game as " special versions " of the other Summons with a different Skill-Set, smarter/ dumber A.I. and different combat-tactics
The more emphasis you put on the Cash Shop, the more the Cash Shop will take over the Entirety of the Game - no
Combos that combine player spells with summon to create a unique effect and/or high damage.
I like the idea of being able to heal your pet preferably like a HoT ( from summoner in FFXIV).
Honestly, summoners from games such as ffxiv really emphasize the character and I wan't the focus to be on my summon. Weak, small summons are just a killer to the class (in my opinion). For me a summon that can tank, dps, or heal should look and feel as though they are fit for those roles.
Another point would be to gain summons from the environment, like discovering an ancient scroll that lead to a once great demon beast. Being able to follow clues and go on a journey to discovering this great beast's location and how to bring him forth gain his favor build trust and respect and then gain skills to decimate your foes. Along with this I can agree that summons should be more than just pets that you use as "meat-shields" and through the repeated use of the summon allows them to gain x amount of skills through their leveling and lead into more combos with you.
Continuing on with the combos if possible to have two summons at max being you went summoner/summoner the more you used a pair of summons they could perform combos with each other and say for an "ultimate" it's a tri-attack from the three of you.
Just throwing in my 2 cents
-Keithus
I personally never liked the " Pet Summoner " style. It never felt like a true Summoner.
With Intrepid vasts amount of experience, it really does seem anything is possible for Ashes of Creation - we just need to see the 1st iteration of other 4 Archetype
- In particular, for this thread, the Summoner Archetype
before it gets into Alpha 1 and/or Alpha 2. Definitely before Beta 1 or Beta 2And I'd really like it if Intrepid is constructing this MMO in a relaxed & patient pace - that way, they can establish their fundamental-core-concepts ... Then optimizing that ; get into extreme detail & the technical-mechanics aspects - (hopefully) constructing a very flexible, robust and intricate combat system that'll be ( one of ) the things that helps retain Ashes' Player Base.
I personally am looking forward for towards a balance between Hardcore combat system ... but not too hard to where it'll discourage newer players from learning it.
- In specific, I'd hope for each Primary-Archetype to drastically differ in playstyle of the other Primary-Archetypes
- And hoping that the Secondary-Archetype will further redefine those same-said drastic differences in the overall Archetype playstyle
Thus having each 64 Archetypes literally feel like 64 different Archetypes/ classes to choose from.In short, my response i made to @Endrakan
are how I see each Summoner Archetype
I'm just a little worried that Ashes Devs might make not do something like that. And could make the 64 Archetypes dull via too similar in playstyle
Are augments just flavour or something unique ?
I'm hoping that what intrepid have stated so far are more like milestones.
And hoping that they'll delve into it further by making Archetypes:
- more Drastic changes to the overall Archetype
- as opposed to Slight changes
I think after they establish other fundamentals/ core-concepts/ the foundation of the MMO as a whole ... then they might reconsider... If they have already