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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.
Available Classes
TheRealJakeman
Member, Alpha Two, Early Alpha Two
Hey all!
Does anybody see where the class list is? Or is this potentially changing?
Does anybody see where the class list is? Or is this potentially changing?
0
Comments
Thanks! Do you believe these are going to be the same upon release or do you think there is room for change?
That said, we know nothing about just about every single class besides their names, so...
How accurate are the moves on this list: https://ashesofcreation.wiki/Classes
Thanks for your input!
I'd expect the themes of archetypes to stay intact, but specific skills will change over time. Intrepid has already replaced every animation in APOC 2 times so far, I'd expect similar treatment for skills.
That said, the general themes we can expect from archetypes are:
I think it's better and more thoughtful to keep the class number smaller, making people have to make decisions that impact their game-play. Agree or disagree?
An old example Steven threw out in 2017 was say Fighter has a Charge skill where they rush to an enemy and attack. A Mage augment may make it so the Fighter instead teleports to the target and attacks; a Rogue augment may make the Fighter invisible while rushing; a Cleric augment may give the attack life leech properties.
While the total number of classes is 64, it will behave more like 8 classes with 8 variants each.
I'm personally undecided on whether every decision should be significantly impactful to gameplay. On the one hand, a small selection of tools make each unique and a completely new experience (eg Weapons in Hyper Light Drifter) while a large selection of less impactful decisions allows each player to find their own niche (eg Battlefield 4 guns and attachments).
Basically, I'd have to mull it over for a couple months while looking at a few examples of each extreme.
I agree the large class number is one of my biggest concerns. Just look at archeage 120 classes maybe 20 of which are worth playing. I would rather have like 12 well the thought out classes than 64 meh classes
Great resource, nonetheless.
We only have a few tab-target abilities listed for a few primary archetypes.
We can expect some changes to those over time.
Plus, many more tab-target abilities.
Plus, action abilities.
Plus, racial, social, religious and secondary archetype augments.
Plus, weapon abilities.
That's waaaaaaaay too simplistic.
My concern is that by creating too many classes and options, it's overwhelming to most of the population. I think one of the things that makes an MMORPG so immersive is the thoughtfulness around class design. When you're choosing your class, it's not a task you take lightly and personas develop around the types of people that actually pick those roles. I do think it's very interesting how Intrepid is blending the archetypes, although some of it feels like it's beginning to dilute (bard vs cleric; rogue vs fighter).
Unrelated - I think gear that appears universally the same is better than having certain items tinted to one race. The reason for this is if I'm going up against someone in PvP and I see they have X item, I'd approach the fight differently. It's also funny to see in other games when folks are leveling or PvPing, their gear might not match all the time and that's ok. Thoughts?
I don't think many people like having their gear not match, but it's something we grew up with and so think fondly of. At the very least it gives us something to aspire towards at max level, where we can finally have matching gear.
And, I pretty much always have matching gear because I am fashion over function.
I disagree. Just because there are fewer options (8-16 vs 64), that doesn't mean they lack depth. There could be multiple ways to optimize a class build to suit a players style that generally falls within that archetype. My opinion is I would rather have that than too many classes that feel and sound too similar. Just an opinion though and I appreciate you weighing in!
And they did say that there will be synergies with groups of 8 that are all versions of 1 class (for Castle Siege, but I hope for other parts of the game).
And, if @Nagash has any say, another set of class modifications for undead characters...
I wish
Exactly. Which is precisely why there are only 8 Primary Archetypes and then multiple ways to optimize those 8, leading to 64 sub-classes.
And, on top of that, racial and social and religious augments that also optimize the abilities of the Primary Archetype(s).
You don't know whether they feel too similar since you have no experience with the gameplay mechanics of the Secondary Archetypes. The Secondary Archetypes sound similar because they are sub-sets of the 8 Primary Archetypes.