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Am I only one?

That believes best character grow system is the one from Dungeon Siege I. There shouldn't be any clases and everyone should be able to learn anything.  

Your Title would come from perfecting one thing above other. Skill balance would become easier. Logic of having skill that you use more often stronger than those you did use only few times is so simple.

You would not need to have big updates for each class, you culd add little bit here and there whenever you want because everyone can benefit from it.

Comments

  • The issue with the everyone can do everything style of games, at least for MMOs, is that it takes away the reliance on others. MMOs are supposed to be something that requires reliance upon others.
  • Yes. You are the only one. :p 

    Classes don't need big updates.
    Ashes should be circumventing that by implementing a wide variety of augments.
    The devs are planning to add new content monthly and semi-annually rather than have major expansions every couple of years.
  • I do think that is the best character system, but I don't think it is necessary to make a great game, so I am fine with Ashes not using it.
  • For a single player dungeon crawler it was awesome (I loved that game). However, in my experience with table top RPG's players that try to build these characters are overall under utilized by the group as "Jack of all trades master of none." More often than not they tend to also focus on "solo adventures" which doesn't make the best addition to a RPG group.
  • ArchivedUserArchivedUser Guest
    edited September 2017
    prejt said:
    Your Title would come from perfecting one thing above other. Skill balance would become easier. 
    How would it be easier? If anything, it would become harder, wouldn't it? ie: If you're mixing and matching from EVERYTHING available, rather than just from two different classes, that makes balancing it more complicated, not less.
  • I disagree because this is a multiplayer game and because it has a big PVP focus. In PVP knowing what class you are going up against a huge deal. What am I looking out for? What should I save my interrupt/stun for? When should I use a specific ability? Should I even engage? If they run should I chase? In short, a lot of strategy goes out the window if I can not assess the strength and weakness of my opponent. If every fight is a surprise bag of tricks then it becomes just a dice role. 
  • ArchivedUserArchivedUser Guest
    edited September 2017
    @prejt
     I agree. But at the same time i don't agree - to an extent

    Imo, the only Abilities that may be Universal is Magic. But Even if so, it should not outshine other Characters who Specializes in it
    • If a Fighter can use Elemental-Magic, it should never be Stronger than a Mage's Magic
    • If a Ranger can use Healing-Magic, it should never be Stronger than a Cleric's Healing-Magic
    " So if Abilities, such as the ones i mentioned, can't be stronger than Archetypes who specializes in them ... what good are they ? What can they be used for ? Why would i ever use it ? "

    Well ... thats the Tricky part - i myself am not sure.
    I Suggested something called, " Crafting Abilities " a while back. But its very Far-fetched - its how the idea is conveyed & incorporated 

    Basically, if something like that is implemented, something must be lost to try to maintain a Balance and still be fun.

    And from what i can tell, the idea might make the Archetypes " Stale " .

    Neat idea though
  • How can I use "Sword Slash" skill with my mage's book? Is she gonna swipe her spellbook through enemy?

    Or "Arrow Rain" with my Cleric's staff, is she gonna throw her staff in the air with turning into hundreds of arrows? 
  • No really dislike that idea. Its some sort of GW2 thing and that game for me is completely crap.
  • I also disagree. I have played games with rather open systems before as well. People expect you to switch your role based on what they need, not based on what you're good at and spent months practising for. I like the diverse class system the way it is. Sometimes you really just need to make a commitment and stick with it.
  • You should be able to build anyway you want.
    But every positive should be traded with a negative.
    Alas, that requires duality to balance the equation that only 1 or 2 in the 1000s of games actually possess any more.
    Having more of a bonus than someone else isnt balance.
    Balance is sacrificing something to gain something else.
    Everything has a cost.
    Nobody wants to pay that cost any more.

    As others have said, build variety should be the target of any game.
    How can anyone express their individuality without that.
    How do you not end up with FoTM clones everywhere without that.
    How can you build your perfect character....if you arent given a variety of options to choose from or worse, the devs pick your options for you ?

    But also as others have said.
    If you change build at the drop of a hat rather then spend eternity perfecting your ideal character and playstyle, all you end up with is a massive FoTM issue when balance is shite.
    People will switch builds in an instant and be a sheep to the latest min maxing shepherds gospel.
    Because winning is more important than role playing to them.
    If all builds were balanced....or should I see if people could do math and actually use an equation...there wouldnt be any numerical winning.
    All wins would be purely situational rather than based on the build with the lowest TTK.

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