Hi ashes fans,
Since alpha 1 is somewhat close it got me thinking a lot about the classes that we will be able to test. I think it was jeffrey that mentioned in the last dev update that 5 classes are gonna be present in the first test. With tank , mage, cleric and ranger kind of confirmed since we saw some gameplay of them in the recent videos, there will be 1 spot open. I highly suspect that last spot will be either the fighter or assasin class which means the summoner and bard will likely be added later.
My guess is that the designers havent quite yet figured what they are doing with the 3 other classes, so i thought why not share some of my thoughts on a idea i have for the bard class.
My idea actually doesnt revolve around the individual spells of the bard, it´s more about their unique potential that they could host as an AOE buff class, completely changing the playstyle identity that the 8 player partys could opt into.
So here i go:
The idea is that the bard has about 3 aura spells that effect every player in your group in a ~6 meter radius, lasting about 3 seconds with a 20 seconds cooldown. The auras cant be casted simultanously or at least they have diminishing returns.
Those auras can be augmented through the augment system that ashes already has, so that they can differ highly in their effects depending on which augment they chose.
Some examples:
Fortify (Tank augment): Increased dmg resistance
Warcry (Fighter augment): Dmg increase for the next spell casted
Charge (Bard augment): Increased movement moving forward
Force of nature (Summoner augment): A fairy that spawns on your allies shoulder, giving them a shield
Kite (Ranger augment): An omnidirectional movement speed buff to kite enemies
Replenish (Cleric augment): A regeneration aura for heals, maybe also mana
Cloak (Rouge augment): A invis cloak for a few seconds with the condition that the group and bard remains stationary
Rage (Mage augment): A dmg buff steadily increasing with the spells casted in the time frame
I got some more stuff but those seem fitting with the augments

The idea behind it is that the bard can mix and match those auras, so a combo with 3 auras like (Fortity| Rage|Cavalry) is entirely possible so that groups can specialize on something.
Now this could open up cool ideas for group compositions. Some combos i could see being interesting:
Bulwark->(Fortify|Force of nature|Replenish) making the group an immovable object that can stand their ground for long.
Cavalry-> (Charge|Charge|Charge) super mobile group that can roam many hotspots in large battles to swing the momentum
Ambusher-> (Cloak|Warcry|Charge) a group that excells at hiding and killing others once they appear.
Besieger-> (Kite|Rage|Warcry) good for ranged groups that need high dmg output while closing or gaining distances
Ramm-> (Charge|Fortify|Rage) for initiating into enemies and mowing them down, good for melee centric groups
Warband->(Replenish|Kite|Fortify)
So groups with entirely different focuses are possible, adding flavor to your group composition. It could work with large battles where you strategize moves, change large fight dynamics and work out interdepencies between groups.
Also since this idea only excels at group play, the bard´s spells should only transform into an Aura when they join a group. Otherwise i see bards maybe having a hard time soloing content all the time.
Now of course this only a suggestion, but i would love to see something like that in ashes since it does incentivises group coordination , communication and offers a lot of variety on how you could approach group play.
Any thoughts ?

Edit:
Please dont focus on the specifics. The range, duration and so on was not the reason of the post. Things like that would have to be tested and adjusted.
I wanted to convey the idea of adding depths and flavor to group compositions and get your perspective on it