Damokles wrote: » They already stated that the secondary attunements will not be just adornments.
noaani wrote: » Damokles wrote: » They already stated that the secondary attunements will not be just adornments. This is another of the assumptions I've made; attunement = adornment, at least in terms of function. Have they specifically stated that you can have an attunement and and adornment on the same ability? If they have, then there is plenty of scope for classes to always be distinct at least in terms of flavor. If they have not specifically said this - which I've not personally seen although I have not exhausted myself trying to find a comment - then what I said above is still a possibility. Let's do some math. If we assume 25 spells and abilities per archetype, and then 4 attunements per subclass for each spell or ability. Then an adornment list that includes one each from the 9 races, one each from the five gods or one from each of the three known social organisations. Now, if the game allows for an attunment OR an adornment, that would mean the game will have 33,600 total spell and ability combinations. If we change that OR for an AND, that puts the number at 108,800. And that is before we add in any other possible means of acquiring adornments. This is why I made the assumption here that I have. I may be wrong in that assumption - thats the fun thing about them - but if I am wrong then I would say a 2022 release would be our best bet.
Damokles wrote: » noaani wrote: » Damokles wrote: » They already stated that the secondary attunements will not be just adornments. This is another of the assumptions I've made; attunement = adornment, at least in terms of function. Have they specifically stated that you can have an attunement and and adornment on the same ability? If they have, then there is plenty of scope for classes to always be distinct at least in terms of flavor. If they have not specifically said this - which I've not personally seen although I have not exhausted myself trying to find a comment - then what I said above is still a possibility. Let's do some math. If we assume 25 spells and abilities per archetype, and then 4 attunements per subclass for each spell or ability. Then an adornment list that includes one each from the 9 races, one each from the five gods or one from each of the three known social organisations. Now, if the game allows for an attunment OR an adornment, that would mean the game will have 33,600 total spell and ability combinations. If we change that OR for an AND, that puts the number at 108,800. And that is before we add in any other possible means of acquiring adornments. This is why I made the assumption here that I have. I may be wrong in that assumption - thats the fun thing about them - but if I am wrong then I would say a 2022 release would be our best bet. I dont really know what you mean with adornments tbh. There are adornments for armour yes, but abilities have only augmentations.
noaani wrote: » Damokles wrote: » noaani wrote: » Damokles wrote: » They already stated that the secondary attunements will not be just adornments. This is another of the assumptions I've made; attunement = adornment, at least in terms of function. Have they specifically stated that you can have an attunement and and adornment on the same ability? If they have, then there is plenty of scope for classes to always be distinct at least in terms of flavor. If they have not specifically said this - which I've not personally seen although I have not exhausted myself trying to find a comment - then what I said above is still a possibility. Let's do some math. If we assume 25 spells and abilities per archetype, and then 4 attunements per subclass for each spell or ability. Then an adornment list that includes one each from the 9 races, one each from the five gods or one from each of the three known social organisations. Now, if the game allows for an attunment OR an adornment, that would mean the game will have 33,600 total spell and ability combinations. If we change that OR for an AND, that puts the number at 108,800. And that is before we add in any other possible means of acquiring adornments. This is why I made the assumption here that I have. I may be wrong in that assumption - thats the fun thing about them - but if I am wrong then I would say a 2022 release would be our best bet. I dont really know what you mean with adornments tbh. There are adornments for armour yes, but abilities have only augmentations. I may be getting my terms mixed up, but it doesn't alter much - it really is just a term. Adornments/attunements (augments, as you state, is the term I am looking for here). Our sub-class offers us four per spell/ability. But if the ones that are available to us when we go out and adventure (social, religious etc) are better than the ones we get for just having a sub-class, then people won't use the ones we get from our sub-class. If these ones are worse, then they aren't much of a reward. So my question is, if players opt to use only augments that they have put time and effort in to, what is the difference between different classes of the same archetype? Now, if we can use one from our sub-class in conjunction with one from other means (social, religious etc), that would preserve the flavor of the actual class choice, but make the game far too complex.
noaani wrote: » The thing is, we will gain access to more adornments as we adventure out in Verra.
Damokles wrote: » The thing is, that you have to assume here that those other augments are a) better then the secondary class augments and b) that they always fit you playstile better.
noaani wrote: » Damokles wrote: » If there are augments obtainable out in Verra other than the augments we get from our secondary class, then, generally speaking, these augments should be better.... No. The augments should be different, not better. To borrow from Diablo 3, you could have an augment like "15% chance to cast fireball when attacking", where the fireball's damage is determined by the player's primary stat. Or we can have "+ X armour for 5 seconds when below Y% health. This ability can only occur every 20 seconds". Or perhaps "After 6 consecutive attacks with non-critical hits, the next 2 attacks will critically hit". These augments could be interesting abilities or procs that can be useful for all players without competing with augments from secondary skills. if a Guardian (tank/tank) and a Warden (tank/ranger) both with the same gear, both select the same tank abilities and then both select the same augments for those abilities outside of their secondary class (which we are assuming is possible, even if it is not optimal), is there anything else at all that their secondary class gives them that would then separate these two characters from each other? That all depends on how creatively the secondary augments are crafted. A simple look at Diablo 3's runes show that it is very much possible to greatly alter the function of an ability with a secondary augment. For example, electrocute (basically a chain lightning spell), gets augments/runes that: allow the spell to chain to two more targets (boring, but powerful); makes critical hits with the spell proc charged bolts (pretty fun and useful with a high crit chance); lets the played gain 5 arcane power for every enemy hit (kinda boring, but very useful); changes the ability to streaks of lightning that pierce through enemies (completely different play style); or changes the ability to a short ranged cone of crackling lightning in front of the player (again, completely different play style). If Intrepid Studios can match the creativity of the Blizzard team, then secondary augments should be able to create enough variety in game play to satisfy even the harshest critic. If there is not, it means that every augment Intrepid add to the game outside of the class system diminish the value of that class system by just a little bit. If there is not, then the secondary augments are a lacklustre feature regardless of whatever other augments would be added to the game. The solution to this is to: 1) Ensure that secondary class augments are interesting and impactful. 2) Create tertiary augments that grant abilities, boosts, and procs that are not simply variations of the secondary class augments.
Damokles wrote: » If there are augments obtainable out in Verra other than the augments we get from our secondary class, then, generally speaking, these augments should be better....
if a Guardian (tank/tank) and a Warden (tank/ranger) both with the same gear, both select the same tank abilities and then both select the same augments for those abilities outside of their secondary class (which we are assuming is possible, even if it is not optimal), is there anything else at all that their secondary class gives them that would then separate these two characters from each other?
If there is not, it means that every augment Intrepid add to the game outside of the class system diminish the value of that class system by just a little bit.
nefelia wrote: » No. The augments should be different, not better.
Dygz wrote: » Keep in mind that secondary archetype causes other changes to the primary archetype besides just the augments. For instance, "some summoners may summon multiple things, other summoners may only summon one powerful thing. Certain summoners may only be able to summon effects and/or temporary energies. Depends on the secondary class you choose." I don't think we have enough details about how augments outside the class system affects primary abilities or how they interact with class augments to speculate about how similar a Guardian and a Warden might be if they ignored all their class augments and both focused on the same Religious or Node augments. Great question for the next dev stream!
mcstackerson wrote: » Last I heard, your secondary class also affects your stats. Your race seeds your stats and your class/secondary class grows them. I assume this means a guardian will have more stam and a warden will have more dex. I don't think you should assume augments found in the world are better as they have always been described as a form of horizontal progression, they should just be different. I don't find it a big deal if a player chooses to use augments from outside their secondary class choice and instead think it's cool that we have that option.
UndeadCanadianGamer wrote: » It will also be a moot point for a while since they said that the secondary class choice comes at level 20. So you will have to get used to your primary first anyways.