Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Class Balancing?
Argo257
Member
Hello @ all,
i saw the video from lazy peon a couple of days ago followed by the interview with asmongold.
Additionally a friend of mine is already in love with basically everything the game wants to be/do.
From all the information i gathered so far we get 8 classes.
You can have a primary and a secondary class and since you can pick your starting class twice this adds up to a total of 64 possible combinations.
My questions is : How do you plan on balancing this many possibilities? I know there are people out there who can´t hear about Metas anymore, but i guess there will be some combinations that could/will outperform other picks.
For example if i want to play a support class i probably pick a bard and to act kind of like an off-healer i pick cleric as my secondary. What could other bard/... combinations bring to the table? How strong are these other options in comparison?
What would your philosophy be on balacing this game? Would you rather buff weaker combinations or nerf stronger ones?
These are all the questions i wanted to ask.
Thanks in advance and good day to you!
i saw the video from lazy peon a couple of days ago followed by the interview with asmongold.
Additionally a friend of mine is already in love with basically everything the game wants to be/do.
From all the information i gathered so far we get 8 classes.
You can have a primary and a secondary class and since you can pick your starting class twice this adds up to a total of 64 possible combinations.
My questions is : How do you plan on balancing this many possibilities? I know there are people out there who can´t hear about Metas anymore, but i guess there will be some combinations that could/will outperform other picks.
For example if i want to play a support class i probably pick a bard and to act kind of like an off-healer i pick cleric as my secondary. What could other bard/... combinations bring to the table? How strong are these other options in comparison?
What would your philosophy be on balacing this game? Would you rather buff weaker combinations or nerf stronger ones?
These are all the questions i wanted to ask.
Thanks in advance and good day to you!
0
Comments
Class balance is for group content only as they want classes to have hard counters.
In addition, there aren't exactly 64 classes - there are 8 classes and choosing a secondary one changes the gameplay of the primary one a little bit, BUT a Fighter + Rogue is still a fighter, a Fighter + Summoner is also still a fighter.
Are you sure about that? that's essentially like saying a fighter is a rogue because they use melee weapons, the augments are going to matter enough to the point where each of the subclasses play very differently. I'd argue that there are actually 64 classes rather than just saying 8, especially when it comes to a balancing perspective.
That's a very broad assumption given that we know hardly anything about the augments except that they alter your class skills in some way. Sure we have a couple of examples but we have no idea if those are on the more conservative or extreme side.
There will be match ups in 1v1s where one class will be superior to another; and that application should be a rock-paper-scissors dynamic. We want there to be counter-play between the different classes... Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. It's going to be very dependent on skill and strategy.[16] – Steven Sharif
https://ashesofcreation.wiki/Group_dynamics#Balancing
Group balance and hard counters just means it won't be truely balanced. But when you group balance there almost always ends up being a best group config and it's almost never 1 of everything.
Judging by the answer Steven gave in the answer to the question at 1:09:22 regarding class augments in the most recent AMA, I'm going to go with it's leaning more toward the latter.
https://youtube.com/watch?v=JBCY-A-GUqI