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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
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But, I also don't think we have enough details yet to know for sure.
If we did, I'd share the quote.
I see. Thank you.
- (updated) It is not possible to switch your primary class.(Class blog)
- Your secondary archetype can be changed, but not "on-the-fly". (Developer quote)
Hope this helpsSteven did confirm no primary class switching in the class list blog. In the third paragraph, the last two sentences say, "It’s only the primary class that cannot be changed. And hey, that’s what alts are for!"
Here is the link: https://www.ashesofcreation.com/class-list/
That being said, and as I stated before, sub job swapping is still an awesome way to allow people to provide flexibilty to their raid groups/change their mind if they make bad choices etc, even if it does involve a bit of effort.
Unfortunately there will always be a element of "you don't have XY job, you can't come to this raid" elitism and I'm a fan of MMO's not punishing their players for not choosing/guessing correctly at the time of character creation.
Shrugs
quotes being stupid
@Scardydog "Unfortunately there will always be a element of "you don't have XY job, you can't come to this raid" elitism and I'm a fan of MMO's not punishing their players for not choosing/guessing correctly at the time of character creation."
i actually enjoy this sort of thing in games. Having a rogue required to disarm a trap is always a cool mechanic. or in DDO(D&D Online) the first raid required a monk to "ele tank" (tank elementals because of their saves) i never see these types of mechanics enough as newer games come out and things normaly found in the older D&D type games are forgotten.
And don't get me wrong, I am a firm believer in needing to have certain jobs for stuff, but it's the general meta that always puts me off. I've always hated the "you go level X job in this certain way then you can have a raid spot".
In Ashes, as of now, there is no raid que but instead a job/raid board where players can advertise the need for an 8th or what not. Also, there is no planned world fast travel, so grabbing the first player that comes through willing to help might be beneficial.
Most of us expect IS to give solid effort to balance dungeons to require a variety of classes. Some of us even suspect they will succeed.
As for my post way earlier, I mentioned characters that can do anything will cause the community to suffer. I stand by the term suffer, for I believe it will subject the community to something bad. Now if I said it would torture the community....
The skill system will be a tree with knobs and sliders. You can delve down certain routes that may well lock you out of others. Even if they didnt lock you out, you only have so much time and so many points to allocate/unlock.
As with artisan, I see the combat system classes as thin and deep or fat and shallow. You wont get something for nothing. You will have to make sacrifices and the only way to play mutiple styles is to be weak in many. The only way to switch styles will be to sacrifice what you currently have. IMHO. So it wouldnt surprise me if you 'forget' levelling up skills and lose experience within them through non-use.
Forgetting specialist competencies, to enable alternate specialist competencies would also demand spending the time training in those new skills as well as retraining in skills you abandoned. You would probably also have to deselect branches to enable alternate ones with a different speciality.
In other words.....retraining an existing class would take just as long as creating an ALT. So going with a single build or 1 alt per class would be neither here nor there. But the difference is having Alts means you can switch playstyle at leisure. Having one character means you are stuck with that style until retrained in the new style.
I dont see why you would want to repeatedly re-level to specialise in something else instead of just switch. And besides attribute allocation may have a massive effect on class/style potency. Switching styles might require reallocating attribute points. Which is why attribute allocation should be inseparable from class type and class potency IMO. It enforces sacrifice. Not that your class name could not be dependant/defined by your attribute allocation distributuon in a free class system..
But I also understand the people, who think, that exploring other classes (main classes or sub classes) is a nice thing to have.
Ich hope, that we can have very much fun together with the many different systems in the game (classes, leveling, professions,...)