T Elf wrote: » Just remember that your secondary class is planned to be available at level 30. You will not have it for a while. I remember in EQ2 you didn't become your full class until level 20, but they soon changed it so that you started as your full class. I'm sort of hoping that perhaps Intrepid will change their mind and we will have our secondary sooner like level 10 so people will be able to decide if they really like the full class.
Damokles wrote: » T Elf wrote: » Just remember that your secondary class is planned to be available at level 30. You will not have it for a while. I remember in EQ2 you didn't become your full class until level 20, but they soon changed it so that you started as your full class. I'm sort of hoping that perhaps Intrepid will change their mind and we will have our secondary sooner like level 10 so people will be able to decide if they really like the full class. AION did something same. They made you pick your starter class: Warrior, Scout, Mage and Priest (tech ist and muse got added later) at lvl 1. You then learn a few spells from both later classes and they let you experiment with the playstiles until lvl 10, where you leave the starting area. You then get to choose between two classes depending on your starter class: Gladiator or Templar if you were a warrior, assassin or ranger if you were a scout etc.
grisu wrote: » Steven is pretty particular with his wordings when he gives out information. I doubt he would specifically say secondary class when he meant augmentations in general. I'm sure there will be augments outside of your second choice that change your ability quite a bit but yeah functionally and cosmeticlly it wouldn't matter. Even if he ment augments in general. Your secondary class choice, as said above, will lock you out of some augments while providing some other augments you can't get any other way. So wether or not there are better augments out there, the same class with only different secondary classes will always be different from each other.
Dygz wrote: » Well, advanced weapons can have up to 5 weapon abilities, so the two characters would also have to have the same gear and use the same weapon abilities for them to be functionally the same.. Likely, they would be choosing class abilities and weapon abilities that best fit their visions of the secondary classes they chose, so unlikely they would be functionally the same. Secondary class also affects stat growth, so that will likely be significantly different as well.
George Black wrote: » I am at a conflict. I dont care for the classes of games like ArcheAge (too many) and I also dont care for classes like those in ESO (too few). I cannot see all those combinations that IS is proposing for AoC to make a real impact and have any sense of identity. I would prefer if we could have about 10-15 solid classes and do away with the combination theme. I like the theory, I cant see the application. It's best if the ideas behind the 64 classes get concetrated in a much smaller number to create unique playstyles with a true class mechanics.
noaani wrote: » That is a fair point about weapons. Going back to the Guardian/Warden comparison from earlier in this thread though, if I am a Warden, but I don't select any augments from my Ranger subclass, why would I want a bow? Since all of my abilities as a Warden are given to me via my Tank primary class, if I don't use any augments from my Ranger secondary class I don't see a need for a bow. One could then ask why pick Ranger as a second class - to which I would then say "hence the title of the thread". To be fair, if this does turn out to be the case, it wouldn't be the first game to have this as an issue/feature. In Archeage, if you are a Demonologist (Sorcery/Occultism/Witchcraft) and don't put any points in Witchcraft, you are functionally no different to a Revenant (Sorcery/Occultism/Auramancy) that has no points put in Auramancy. If both classes equip the same gear and put their points in the same abilities, they are identical. Again, I am not saying this is probable. I am saying with what we know so far it is possible. I assume there is something we don't know about that will generate an inherent difference between the subclasses - and if so that would be awesome.
Damokles wrote: » George Black wrote: » I am at a conflict. I dont care for the classes of games like ArcheAge (too many) and I also dont care for classes like those in ESO (too few). I cannot see all those combinations that IS is proposing for AoC to make a real impact and have any sense of identity. I would prefer if we could have about 10-15 solid classes and do away with the combination theme. I like the theory, I cant see the application. It's best if the ideas behind the 64 classes get concetrated in a much smaller number to create unique playstyles with a true class mechanics. I still think that we only have 8 real classes (fighter, tank, ranger, rogue, mage, cleric, bard and summoner) and the rest are just flavour changes.
Nagash wrote: » Damokles wrote: » George Black wrote: » I am at a conflict. I dont care for the classes of games like ArcheAge (too many) and I also dont care for classes like those in ESO (too few). I cannot see all those combinations that IS is proposing for AoC to make a real impact and have any sense of identity. I would prefer if we could have about 10-15 solid classes and do away with the combination theme. I like the theory, I cant see the application. It's best if the ideas behind the 64 classes get concetrated in a much smaller number to create unique playstyles with a true class mechanics. I still think that we only have 8 real classes (fighter, tank, ranger, rogue, mage, cleric, bard and summoner) and the rest are just flavour changes. That's how I see it as well