(NOTE - THIS IS A THEORY CRAFT & HYPOTHETICAL TALKING POINT FOR DEVS AND THE COMMUNITY)-> Will preface with "I want this game to do amazing and i am happy if the team proves me wrong" But here is my issue:If you do not understand what i am talking about please join me on discord where i can explain better than i type!
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Something needs to be said early!!
With talking to people and listening to what they know and/or think about the AoC "Class system" and what is coming: Personally i hope that many of us in the community are wrong cause we all want this game to be amazing, So... Many have let their minds run away from them in thinking that the coming system will work the way they want, Which is why i am posting this to ask / request / Challenge / Barter with the team to look at class systems and respond.
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Context and confusion!!
What we have heard be explained so far seem to counter itself which has lead to confusion and fighting over who is right, many of the sources be that Stream or Youtube / Wiki / Discord / Forum / and in VC directly differ from each other, So right now i wanted to post my feelings on this matter shared by many and possibly unknown to many many more.
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Class Combo Expectations?
Under the current Class system we are under the mindset that will see 8 Class Archetypes with 8 Sub class combos but again this through many sources has changed over time from the ideas and vision people had for this system, from one example of making a new class by combining the 2 OR sharing abilities of the 2 classes, SADLY was heard differently by many of us which is the reason we have been asking for more info ATM on Classes and class systems.
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8 Versions of the same Core classes?
This is another topic many would like answered after conflicting statements is adding another class going to change the core class enough to make it feel different to its "Pure" class (E.g Fighter + Fighter) or is it just 8 of the same class with an ability cosmetics and Stat/buff added - Again will it change the play-style OR function in each of the 8 options per Archetype?
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Are augment classes unique enough?
From the different sources including Steven himself this topic has also become confusing for the community and a heated point for some take what was said completely out of context (E.g thinking there is 64 unique classes formed from combining the 2 classes forming a new class OR that adding the secondary class will change the role of the core class) Which is not the case going from all the sources and seems that many Augments will carry over to each core class vertically (Good or Bad).
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Roles should not be classes and player burnout!?!
This is one of the biggest worries and can ripple out causing other issues that can potentially drop player numbers, building a class with a narrow focus works better in a single player game So the team will just have to prove us wrong hopefully, but this type of design can cause players to burn out with the limited flexibility to "Mix things up" without pushing players way from their main to playing Alts be that to fill a different role or play-style not given by their main...
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Worries and the effects of Linear Vs Variable Roles?!
This is more a personal issue of mine but more and more seem to feel the same about not having options to have more then 1 class fill another role withing the "holy trinity" increasing the potential for players to not playing alts over their mains....
this also ripples out via 40 man raids Vs Dungeons where the number of tanks / Clerics / Bards that will miss out if the number of roles is equal to other games doing the same!! And adds to the factor of people already feeling the classes are not going to be equal for day to day functions / tasks between each Class / Role!!
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Thoughts in Closing> PLEASE PROVE ME WRONG <
I REALLY want this Company to be successful and the games to do extremely well BUT i will voice my opinions and give feedback when i think someone needs to hear a different view or potential issues coming up, like my push for Tank to be replaced by druid still a defence class and the class combo names and the same goes for how the classes with "role" function work on paper BUT might not work well in the long run and i personally would Flip the Augment to the first pick and the Core function / play style would come second allowing the player to adapt and fill a needed role.
( Good example the Spellstone could be a Mage caster that adapts to use magic to tank a Dungeon/raid vs current model)
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Thank again

(please be nice to each other in the comments!)