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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.
I think Mages will be the best class.
DeJoke
Member
@StevenSharif who's keeping you in check to make sure mages aren't the end all be all best class. I mean, apart from the fact that you're a wizard and control forces I don't understand.
Jokes aside. How are you guys planning class design? I understand you guys want to balance it around having an 8 man team for all possible ideas for synergy for PvE.
But what about PvP? Are you first brainstorming the base classes feeling, playstyle, and niche and then developing that first and then brainstorming the potential arguments so they're somewhat balanced and all choices feel alright? I really like class design, it will be interesting to see, and hard for you guys, to develop the tab target to skill shot ratio for every class and I'm excited to see it and provide feedback.
Will each class have multiple skill trees (similar to wow's old talent trees) or one bigger tree combining the multiple ideas but only really being able to max out a branch or two.
Honestly, I can't wait to try a rogue and then sub-spec into a mage and use blinks on all my moves where possible and zip around the battlefield being an annoying little runt. And I love that you added a bard class to the game. Nothing like playing DnD and being a rogue bard and annoying the DM with pointless actions trying to use persuasion on everything.
Jokes aside. How are you guys planning class design? I understand you guys want to balance it around having an 8 man team for all possible ideas for synergy for PvE.
But what about PvP? Are you first brainstorming the base classes feeling, playstyle, and niche and then developing that first and then brainstorming the potential arguments so they're somewhat balanced and all choices feel alright? I really like class design, it will be interesting to see, and hard for you guys, to develop the tab target to skill shot ratio for every class and I'm excited to see it and provide feedback.
Will each class have multiple skill trees (similar to wow's old talent trees) or one bigger tree combining the multiple ideas but only really being able to max out a branch or two.
Honestly, I can't wait to try a rogue and then sub-spec into a mage and use blinks on all my moves where possible and zip around the battlefield being an annoying little runt. And I love that you added a bard class to the game. Nothing like playing DnD and being a rogue bard and annoying the DM with pointless actions trying to use persuasion on everything.
0
Comments
One thing I'm looking forward to seeing is a group made of Mages who focus on gravity pulling spells who just time their cooldowns and not let ANYTHING get close!
But if early AoC gameplay is any indication, and it probably isnt, Mana will not be just a cosmetic mechanic for mages. When u see Steven cast 4 spells he is OUT. So maybe thats what will keep mages in check.
I played paladin in WoW for a long time to be that support class with different spells (Hand of Protection, Hand of Sacrifice, Hand of Salvation, etc) to be helpful and I loved it. Then they removed those which was boring. I don't think a game has to balance all classes to produce the most damage or equal damage, but instead what Steven is talking about, to give everyone a good utility belt is much much better.
Class fantasy that says "everyone should be good at everything" is not class fantasy. Making people feel useful in different ways is so much more rewarding for your own sake.
I'll annoy people.
Any class can do that just sub spec vegan and protest in front of tanning facilities
Bubble and stone home