A1. The introduction
B2. So, what is it YOU think will exist in Ashes of Creation's archetypes?
C3. The Class and what defines it
(From here on is the new stuff, everything prior is intro)
D4. The skills
E5. Inconclusion
A1. Introduction
Hello! Welcome to a series I hope to complete before the release of beta that essentially goes into concepts of the class system in Ashes of Creation. As we already know, we choose our base class, select a secondary subclass that defines the outcome. The secondary class will be able to augment the base class skills giving it somewhat of a unique take on what the original class is. As interesting as this concept alone is, I don't believe it is sufficient enough for all 64 classes to feel "different" or "unique". There is also talk of the possibility that secondary classes will just contain the same skills they have as a base class added onto your base class. A lot of this is theorizing and it's my hopes that I can make some ideas that "could" be what makes the class unique. That said, you don't have to agree with my logic or any of this, you can even theorize yourself what to expect! I won't have much math done for these and they will merely be "concept theorizing" based on a format I'd like to see in this game.
B2. So, what is it YOU think will exist in Ashes of Creation's archetypes?
As someone who has been playing mmo's for a good 12 years now, I've seen every wend of the "skill tree" and all formats to making classes in games feel different. In Archeage you had the ability to pick from 3 classes as you leveled to create your own class. This meant relying on choosing skills that provide effects that would benefit from one another to combo or create what you want in a class. Unfortunately, systems like this end up reducing what classes can actually be viable and really defeats the concept that I believe Ashes of Creation is going for in making all classes viable for certain situations. That said, I am all for the systems currently in place with augmenting abilities, but I also would like to see "unique" skills added onto the newly gained class. Perhaps up to 4 new skills could be learned but due to limitation of skills points, only 1-2 could potentially be maxed out. These abilities would not be pre-existing to any base class and would only exist out of definition of the new defined class once you have picked your secondary. Meaning, you will have every base class skills, augments off the secondary, and a couple of distinct skills unique to your newfound archetype. It is of my opinion that this would create a diverse set of classes and would accomplish three things.
-1. Separate the difference from a class who is the same as you in playstyle. Assuming 2 players are both a Spellsword but you both chose different augments and unique abilities... This would mean one Spellsword could play differently than the other, especially when you include what skills you choose to level in the base class.
-2. Diversity in combat both grand scale and small scale pvp/pve. I imagine the concept of sieges having full fledged wars with 500 vs 500 players, and seeing varieties of classes ranging between one another. Seeing the same type of fire circle aoe on the ground 200 times over seems like it would easily get boring. I like to believe in the concept that every individual on a battlefield has a unique kit to themselves that can help different situations and having an understanding of how that kit helps is what determines the difference in who would win. Just because you picked tank then went rogue to make Nightshield for example doesn't mean you're incapable of providing support in a group siege or helping a caravan supply defense. Just the same, because you're a fighter + rogue to be a shadowblade shouldn't limit you to thinking having single target dps makes you inept in group combat. Tjhis is what will make everyone's contribution different and unique in their own way, by having specific skills and augments that separate you from the next and may determine the outcome as a result.
-3. This will help balance and weight rock-paper-scissors format gameplay a bit better. This is a system I am very familiar with since the beginning, and I appreciate it when it's done correctly. That said, I'm not fond of outright knowing the outcome of a match being "oh, well he's rock and I'm paper so this is game" outright. I'm of the mindset that while this is something to consider, it shouldn't be the end all be all. Just as an example, a tank facing a mage knows the mage is likely going to CC and burst through their defense like nothing. However, if the tank has skills that contain exploits to a mage or defenses against a mage, perhaps this fight doesn't look so one-sided as one anticipated. By then, it would depend on the skill and strategy of the players and how they use their kits, rather than knowing Class A defeats Class B so long as both are optimizing as they should. If you wanted to see a similar system to this that worked, Aion back in 4.0 had something along this idea. A magic class vs a tank class wasn't always a winner, sometimes the tank class's skillset was actually a useful counter to mage classes and made fights all the more tight because of this. Just to reiterate, I don't want to remove the rock-paper-scissors format, but rather balance out the odds of the format so that they are not a simple guarantee just based off assumption of the class's at play. Paper may beat rock, but a rock made out of magma may yet pose a threat to the paper and may not be as easily won!
All of this should result in you still maintaining the basic concept of what you chose to play the game as first but then giving your class its own flavor via the secondary chosen. If you pick a tank first, you likely want to tank and keep being one... so choosing your 2nd class should not alter it into becoming something it isn't fundamentally. That is of course my opinion and anyone is welcome to theorize other options. The following will present 4 "ideas" for the unique skills the class could learn by extension.
C3. The Class and what defines it.
Today's class topic: "Sentinel"
A ranger first but a tank secondary, the Sentinel comes off to me as a sturdy sniping
turret in a sense. Rangers are typically capable of laying traps and using bows or muskets for long ranged physical damage. With a tank combined, I see some variables of crowd control, durability, and minor mitigation that would allow a Sentinel to be something akin to a defense turret. Something not so easily taken down from range and even harder taken down when close by. I see this class potentially using a musket over a bow to separate the difference between a Hawkeye, or simply being a less mobile sniper-type class. We could see bows as a weapon that's physical ranged but with lower range and better accuracy while muskets could be a long range weapon with lower accuracy. Hawkeyes could define the bow into becoming a better long range weapon allowing for agility out on the field while sniping, while here we have a Sentinel who could utilize a musket to be accurate while maintaining the long range from a less mobile concept. I could imagine this idea being something people would see atop castle walls, in trees, and various high ground areas that would allow them to be somewhat akin to dps guards. Not particularly defensive of a group but capable of taking down targets from afar before they're even close enough to deal any real damage. Their weakness being possibly magic, sturdier tanks, and stealth classes that can get the jump on them.
I theorize a few skills that mainly provide the Sentinel with options for how their playstyle will vary from one another in group play. Allowing them to be flexible in group or solo content with ease.
D4. The Skills
-1. This class' "sniping stance". This would be a skill with a relatively short but still existing cooldown, allowing the Sentinel to crouch down in place and increase their defense by a large amount while increasing their ranged ability as well. each rank would determine how high of mitigation and what range increases.
This is someone guild wars 2 players might recognize from the Deadeye class. Similar concept but with less skills locked behind the use of it. Instead, just keeping it as a utility that would help across the board. At higher rank you could potentially use this even when in melee distance if you had the clear conscious that your opponent can't CC you anymore. This is a general use skill I could easily see many picking up, so because of that I was actually debating the implementation of this skill. However, with augments from the tank class as is, I could see some people opting not to be a sniper turret and instead going for a more mobile approach with the augments and other skills available. Personally I see this being a scary skill in group combat being in the back lines capable of providing ranged cover and an interesting skill solo for attacking unsuspecting victims. If you've been found though, it might be best to relocate and go on a mobile approach instead or crowd control skills will knock you out of this stance.
-2. A grappling hook. Those of you who have played vindictus "Kai" may recognize this. Being able to plant a pin in the ground on one press then on the next button press you would zipline back to that spot from a set far off distance. rank 2 being a movement speed buff after initiating the initial pin down. Then rank 3 being a nice defense % mitigation during the animation of ziplining back to the pin.
This would be something that could both pair well or be another choice as opposed to the sniping stance. In this game with the concept of action combat too... We could make this a skill that allows you to aim it up on a castle wall or somewhere higher to help the Sentinel gain high ground. This would accompany their skillset of being a mass ranged sniper, allowing them some quick freedom to climb barriers to gain a good sight of their targets. At the same time, without sniping stance, it's a good "kite" kit skill. I also imagine this deriving from tank as they have a chain to yank players with, why not make this the same concept except to yank themselves with? This of course would be more self utilized and can be used to trick opponents. Go charging into the front line, get tab targeted and endure a couple of initial hits only to zip line back to safety out of range of your opponent(s).
-3. Inhibiter traps. An aiming skill that allows you to toss a couple traps at a time to a select spot that will decrease movement speed and attack power upon step. This skill would be "loadable" or "stackable" rather, having a cooldown but allowing you to use multiples of the skill over the course. Meaning you could have 3 at a time, and toss out all 3 in front of a gate for mass aoe trap control, or use only 1 at a time keeping up the duration of the ability. Rank 1 would be only 2 traps, rank 2 would be 3 traps with increase in movement speed reduction, and rank 3 would be 3 traps with increased attack power reduction.
I wanted to add something that still keeps the concept of the "trap" ranger in mind while still paying image to having a tank secondary... So what better than a set of traps that can lower the damage your opponent(s) deal and even slow them down? I figure this allows the skill to be welcome in group play by trapping front gates with this ability, weakening the opponent(s) front line. It still provides self utility in decreasing speed if one was to pair this with kiting or sniping stance. This wouldn't have too far of a range even with additional abilities as to maintain the concept of being a "trap". That said, a Sentinel could still be atop a castle wall and aim down, throwing traps in front of gates or blocking off areas to help mitigate incoming forces. The higher in rank this skill, the more "support-like" the Sentinel would be. On its own, it's still a useful skill in helping keep distance from your target and reduce either the damage they deal to you, or the speed at which they're advancing on you from.
-4. An arcing bombardment skill, the "Pepper Fire". This is something I don't see done often in mmo's but I feel would be interesting none the less. A skill that fires multiple rounds of explosives at a targeted area in a spread random format. Rank 2 would increase the size of the aoe's, rank 3 would deal more damage per hit and spread out the aoe's. This skill would shoot multiple aoe's at a singular area in random spots around the targeted area, meaning it would be more difficult to dodge and random patterns of the aoe can provide group support just as well.
I made rank 3 of this be both a pro and con, by spreading out the aoe's it won't be this simple focus fire attack that could shred someone down. At the same time... in a group setting this would provide a good "catapult fire" type of ability to mass crowds out in the field. You could free aim this skill, spreading the aoe out even more but of course with the pattern that is shot already being randomized, you would reduce your chances of hitting the target multiple times or anyone. Focusing this skill on one person would limit their movement if they wanted to dodge this skill, with rank 2 being even more difficult to do. In a group setting this is a skill that would make targets flee but still manage to hit surrounding targets in the fire. The main concept of the skill would be the confusion of where the aoe is being focused at while forcing enemy movement on a high damage spread firing aoe skill. This would be great support in sieges though I question the ability to aim it since it sounds a little too overpowered in caravans. Maybe it'd be better as a tab target skill that initiates the same concept, just without the ability to move it during the fire?
E5. Inconclusion
Sentinels would be a great "cover fire" class. Something that would do well in understanding the environment they are in to make use of positioning and cover for long distance kills. Ideally one would go into this class wanting to be a sniper or a catapult of sorts. Being able to hold ground from easily targetable spots while still not necessarily being on the front lines of the field. Making use of their range to strike first and steadily wear down their target(s) before they reach them while also luring opponent(s) into traps in doing so. A good strategist could find ways to deal high end damage and make note of the path your opponent will take to reach you, only to place traps on the way of that path to setup for the kill. In pve, this class would be easily away from a lot of the mobs and help finish off targets that are worn down enough. Group content leaves this class being a useful ally to support classes and a devastating ranged attacker when coupled with other melee classes. I would best describe this class as its exact definition.... "a soldier or guard whose job is to stand and keep watch". These would be great for escorting caravans and protecting inner layers of nodes from assaults.
This one was challenging to me at first. I was debating if this concept should be for Warden instead but then remembered that the basic idea would be to hold the base class' skills in check. I ended up finding out new ideas that could be for Warden instead, so made the Sentinel into more of a "stand your ground, fire from a distance" type of class. I rarely see this concept done in mmo's other than Star Wars the Old Republic and Guild Wars 2, but they were more of true snipers that I believe other classes can be more easily. I can see many of the ranger varieties providing a more direct "sniper related" kit than Sentinel, with sentinel being more of a sturdier ranger. I'd actually REALLY like to hear some of your ideas for this class and how it could be different or what else it could provide or be. Something also I figure I can keep in mind, just because one skill is similar to another, doesn't make the class the same. Varieties of ranged combat could exist and skills can vary both in the damage, range, status ailments, and so on.
Anywho, I've got 61 more to go! Which class would you like to theorize next?