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64 Class Types

SpiculusSpiculus Member, Alpha Two, Early Alpha Two
After I saw the 64 class spreadsheet for the first time some months ago I dug a bit deeper to find any information about which role I would prefer to play. After some research I found out that it is NOT 64 unique classes that I thought it would be, nor was it a talent system that would make it close enough either.
There will be 8 classes. The 64 variations will address some minor changes to the class but it won't be a new set of class abilities unique for the role you choose.

If you choose to be a Guardian (Tank/Tank), you are a tank. If you choose Knight (Tank/Fighter) you are still a tank, not DPS as far as I have understood it.

I think Intrepid need to focus on clarify this more since it starts to become an real issue. Many people still think it is 64 unique classes even tho Steven has said it won't be in a few interviews and on the Q&A. I see a lot of comments that people are daydreaming on what unique class to choose. Even streamers are making content on what they think the different class combo's will be like. Remove the 64 class spreadsheet since it only confuses those who don't follow the game updates closely.
This is something that might kill the hype train or cast doubts on the project.

Comments

  • TalentsTalents Member, Intrepid Pack, Alpha Two
    If people make assumptions without doing any research then they kinda deserve to be disappointed. Of course the game wouldn't have 64 unique classes, that'd just be dumb and would be impossible to balance.
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  • WarthWarth Member, Alpha Two
    No accomodation for people that can't read or research. Devs have a game to develop, they don't have time to cater to these people's stupidity
  • daveywaveydaveywavey Member, Alpha Two
    They've said that the Augments to the archetype skills should make them different enough. I believe they used the phrase "radically alter". So, just give it a go when the time comes, and see what you think.
    This link may help you: https://ashesofcreation.wiki/


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  • Talents wrote: »
    If people make assumptions without doing any research then they kinda deserve to be disappointed. Of course the game wouldn't have 64 unique classes, that'd just be dumb and would be impossible to balance.

    Not sure why it would be "dumb", as you put it and it's not impossible either. DAoC has 48 completely unique classes and they did a fairly good job at balancing them, imho. Not quite 64 but it shows it's not an impossible feat to have a large amount of classes in a game.

    And as Daveywavey pointed out, with augments, the play from class to class should be different enough to make each, 'unique'. As a possible example, A fighter/tank might get augments that make it a bit more offensively focused while a tank/tank might be all about damage mitigation and a tank/rogue might get some avoidance oriented abilities. All speculation to be sure but they each have to have a different playstyle or else why go through the trouble of having 64?
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  • SerChubulasSerChubulas Member, Alpha Two
    Spiculus wrote: »
    There will be 8 classes. The 64 variations will address some minor changes to the class but it won't be a new set of class abilities unique for the role you choose.

    If you choose to be a Guardian (Tank/Tank), you are a tank. If you choose Knight (Tank/Fighter) you are still a tank, not DPS as far as I have understood it.

    daveywavey wrote: »
    They've said that the Augments to the archetype skills should make them different enough. I believe they used the phrase "radically alter". So, just give it a go when the time comes, and see what you think.

    "Minor changes" I believe is an understatement. I think you are underplaying the system and variety it brings to the game. Using Steven's overused example of the charge ability with mage augments just from those examples you can see it will matter what secondary archetype you pick. Like davey mentioned, it will radically alter the ability and how it works. IMO the 64 classes are going to be unique and have different playstyles. Hard to imagine a tank/mage with access to teleportation, fire, ice, etc, a tank/summoner with access to summon shields, tank pets, etc and a tank/bard with access to group buffs playing similarly.
  • daveywaveydaveywavey Member, Alpha Two
    a tank/summoner with access to summon shields, tank pets, etc

    Ooooooh, I'd not really considered a Tank/Summoner! That sounds interesting......
    This link may help you: https://ashesofcreation.wiki/


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  • MaezrielMaezriel Member, Alpha One, Alpha Two, Early Alpha Two
    Spiculus wrote: »
    I think Intrepid need to focus on clarify this more since it starts to become an real issue. Many people still think it is 64 unique classes even tho Steven has said it won't be in a few interviews and on the Q&A. I see a lot of comments that people are daydreaming on what unique class to choose. Even streamers are making content on what they think the different class combo's will be like. Remove the 64 class spreadsheet since it only confuses those who don't follow the game updates closely.
    This is something that might kill the hype train or cast doubts on the project.

    I do agree that Intrepid should work on clarifying some of the larger misconceptions. Just roll over to the Druid thread and you'll see people saying "You want them to add EIGHT NEW CLASSES?!"

    It's one of the downsides of them being so open and accessible while having people this invested in the game. You're getting people that'll comb through every single Discord post and pull apart each and every word that Steven types literally as he's going to bed.
    ZeFuP1X.png
    If I said something that you disagree w/ feel free to say so here.
  • DamoklesDamokles Member, Alpha One, Alpha Two, Early Alpha Two
    Maezriel wrote: »
    Spiculus wrote: »
    I think Intrepid need to focus on clarify this more since it starts to become an real issue. Many people still think it is 64 unique classes even tho Steven has said it won't be in a few interviews and on the Q&A. I see a lot of comments that people are daydreaming on what unique class to choose. Even streamers are making content on what they think the different class combo's will be like. Remove the 64 class spreadsheet since it only confuses those who don't follow the game updates closely.
    This is something that might kill the hype train or cast doubts on the project.

    I do agree that Intrepid should work on clarifying some of the larger misconceptions. Just roll over to the Druid thread and you'll see people saying "You want them to add EIGHT NEW CLASSES?!"

    It's one of the downsides of them being so open and accessible while having people this invested in the game. You're getting people that'll comb through every single Discord post and pull apart each and every word that Steven types literally as he's going to bed.

    If they added druid then they would have to add 17 new classes alltogether:
    Druid/Fighter, Druid/Rogue, Druid/Ranger, Druid/Tank, Druid/Summoner, Druid/Mage, Druid/Cleric, Druid/Bard, Druid/Druid, Tank/Druid, Fighter/Druid, etc.
  • MaezrielMaezriel Member, Alpha One, Alpha Two, Early Alpha Two
    Damokles wrote: »
    Maezriel wrote: »
    Spiculus wrote: »
    I think Intrepid need to focus on clarify this more since it starts to become an real issue. Many people still think it is 64 unique classes even tho Steven has said it won't be in a few interviews and on the Q&A. I see a lot of comments that people are daydreaming on what unique class to choose. Even streamers are making content on what they think the different class combo's will be like. Remove the 64 class spreadsheet since it only confuses those who don't follow the game updates closely.
    This is something that might kill the hype train or cast doubts on the project.

    I do agree that Intrepid should work on clarifying some of the larger misconceptions. Just roll over to the Druid thread and you'll see people saying "You want them to add EIGHT NEW CLASSES?!"

    It's one of the downsides of them being so open and accessible while having people this invested in the game. You're getting people that'll comb through every single Discord post and pull apart each and every word that Steven types literally as he's going to bed.

    If they added druid then they would have to add 17 new classes alltogether:
    Druid/Fighter, Druid/Rogue, Druid/Ranger, Druid/Tank, Druid/Summoner, Druid/Mage, Druid/Cleric, Druid/Bard, Druid/Druid, Tank/Druid, Fighter/Druid, etc.

    This is why I said there's a problem w/ Intrepid's terminology. Whereas yes, they're called classes each one cannot be compared to wholly different "classes" as seen in other MMOs.

    Secondary archetypes are closer to specs but even then, they can't be compared to the different specs in WoW as they're not granting any new abilities. They only slightly bring you closer to a primary archetype by changing your existing abilities.

    Intrepid says they'll fundamentally change the ability and it won't be cosmetic. Steven's go to example is Rush (charge.) Whereas a Fighter/Fighter might just run fast at an enemy a Fighter/Mage would Blink and thereby ignore the travel time between the Fighter and enemy. Technically it is a fundamental change, but we don't know how impactful it actually is and at it's core it's the same ability.

    Fighter/Mages also have elemental augments, so whereas Fire might do a bit of extra damage a Fighter/Cleric could do some extra Holy damage. Mechanically they could do identical damage w/ the only real difference being in regards to resistances, but they're not completely unique and different classes.



    Steven and Jeff have both said numerous times on stream that it's not equivalent to adding 17 (or however many) wholly new classes.
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    If I said something that you disagree w/ feel free to say so here.
  • sarkadosarkado Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited November 2020
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    P.S. I had to... No ill will to anybody!
  • SerChubulasSerChubulas Member, Alpha Two
    daveywavey wrote: »
    a tank/summoner with access to summon shields, tank pets, etc

    Ooooooh, I'd not really considered a Tank/Summoner! That sounds interesting......

    Although what I mentioned is theorycrafting, it is interesting. I could also see forcefields of some sort or mirrors send projectiles back at the source.
  • VolgaireVolgaire Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    A bit of research tells you everything you need to know, I'd be concerned if a studio said that they will create 64 unique classes and try to balance them all out.
  • NagashNagash Member, Leader of Men, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    As long as I have a summoner and I can play like a necromancer I'm sorted
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    The dead do not squabble as this land’s rulers do. The dead have no desires, petty jealousies or ambitions. A world of the dead is a world at peace
  • AtamaAtama Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited November 2020
    I have to agree with the OP somewhat. Intrepid made a mistake in their terminology. They shouldn’t have called them classes when they aren’t classes. They even admitted in the October stream that they aren’t. You know that had to have been a marketing ploy; “Let’s say we have 64 classes to get attention!” Now they’re sowing the consequences of a mistruth by confusing potential customers who thought 64 classes were 64 classes.

    They should have called them 8 classes and 64 specializations, or subclasses, or focuses, or any number of terms that don’t mislead people. Now they are stuck having to clarify things when addressing people.

    It’s not too late though, the game isn’t released. Just fix it by calling things what they are. They’ll save themselves a ton of problems that way.

    I don’t believe they should remove the spreadsheet though. It’s still useful once you fix some of the terminology.
     
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  • daveywaveydaveywavey Member, Alpha Two
    I'm happy to wait until I can see how different the augments make the primary archetype, before making any judgement.
    This link may help you: https://ashesofcreation.wiki/


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  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    Atama wrote: »
    I have to agree with the OP somewhat. Intrepid made a mistake in their terminology. They shouldn’t have called them classes when they aren’t classes. They even admitted in the October stream that they aren’t. You know that had to have been a marketing ploy; “Let’s say we have 64 classes to get attention!” Now they’re sowing the consequences of a mistruth by confusing potential customers who thought 64 classes were 64 classes.

    They should have called them 8 classes and 64 specializations, or subclasses, or focuses, or any number of terms that don’t mislead people. Now they are stuck having to clarify things when addressing people.

    It’s not too late though, the game isn’t released. Just fix it by calling things what they are. They’ll save themselves a ton of problems that way.

    I don’t believe they should remove the spreadsheet though. It’s still useful once you fix some of the terminology.

    Yeah, we were having a discussion exactly on this topic a day or two before the stream where Jeff said this.
    I totally agree, archetype should be renamed "Class", and the current class should be named "specialization"/"subclass". This would more accurately represent what the game is aiming for.

    "Class" is not a flexible word - it's a core concept in gaming language, so it's natural that calling them 64 classes sets an expectation that the augments will introduce significant skill changes to the archetype.
    I wish I were deep and tragic
  • daveywaveydaveywavey Member, Alpha Two
    maouw wrote: »
    "Class" is not a flexible word - it's a core concept in gaming language, so it's natural that calling them 64 classes sets an expectation that the augments will introduce significant skill changes to the archetype.

    Their own description is that the secondary will "radically alter" the primary. Surely this fits?
    This link may help you: https://ashesofcreation.wiki/


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  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    edited November 2020
    @daveywavey
    That's what I used to think, but in the October update Jeff was pretty clear about it here (at 36:35) :
    https://youtu.be/ndtjwBxhwtw?t=2195

    Even though Steven says just 30 seconds earlier that the augments "radically" change the skills - going off what Jeff is saying it doesn't sound like they'll be quite as significant as the phrase "64 classes" suggests.
    I wish I were deep and tragic
  • LieutenantToastLieutenantToast Member, Alpha One, Alpha Two, Early Alpha Two
    While we don't have any plans to adjust the terminology for your 8 archetypes leading to 64 classes at this time, we'll be sharing more info on what those unique augments would provide as we lead up to future testing, to give you a better idea of what to expect in terms of variety on that front <3

    I think Jeff's description in the recent live stream shared above may help clarify that a bit further as well, in terms of setting expectations - though he does tweak the phrasing a bit 😄

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  • SpiculusSpiculus Member, Alpha Two, Early Alpha Two
    Atama wrote: »
    I have to agree with the OP somewhat. Intrepid made a mistake in their terminology. They shouldn’t have called them classes when they aren’t classes. They even admitted in the October stream that they aren’t. You know that had to have been a marketing ploy; “Let’s say we have 64 classes to get attention!” Now they’re sowing the consequences of a mistruth by confusing potential customers who thought 64 classes were 64 classes.

    They should have called them 8 classes and 64 specializations, or subclasses, or focuses, or any number of terms that don’t mislead people. Now they are stuck having to clarify things when addressing people.

    It’s not too late though, the game isn’t released. Just fix it by calling things what they are. They’ll save themselves a ton of problems that way.

    I don’t believe they should remove the spreadsheet though. It’s still useful once you fix some of the terminology.

    That is exactly my point, you just explained it better :smile:

    While we don't have any plans to adjust the terminology for your 8 archetypes leading to 64 classes at this time, we'll be sharing more info on what those unique augments would provide as we lead up to future testing, to give you a better idea of what to expect in terms of variety on that front <3

    I think Jeff's description in the recent live stream shared above may help clarify that a bit further as well, in terms of setting expectations - though he does tweak the phrasing a bit 😄

    True, Jeff's description may help clarify it, but the video has only 54k views. LazyPeon's video explaining AOC has 64 different class combination has 1,96m views. That is 1,9m misinformed players only from that one video.

    Since the game is most likely 2-4 years out many players will invest their time in other games while waiting for a release date. Most of them won't deep dive into AOC for information at this point.

    The MMORPG genre is so fragile after so many failed attempts of making "the next big mmo" where players has been mislead in every single way possible. Age of Conan (AoC) felt like a hoax because of all the misinformation that led to enormous disappointments.

    I love that you are open about the game to the community, and sometimes mystic and cryptic, but the class and combat system that is the very core of all MMORPG's must be precise imo.
  • MaezrielMaezriel Member, Alpha One, Alpha Two, Early Alpha Two
    While we don't have any plans to adjust the terminology for your 8 archetypes leading to 64 classes at this time, we'll be sharing more info on what those unique augments would provide as we lead up to future testing, to give you a better idea of what to expect in terms of variety on that front <3

    I think Jeff's description in the recent live stream shared above may help clarify that a bit further as well, in terms of setting expectations - though he does tweak the phrasing a bit 😄

    I have to agree w/ @Spiculus that it might be worth considering a different term.

    Even simply losing "Primary Archetype" would do the trick to make it clearer that you choose a class and then an archetype which adds mechanical and cosmetic changes and can even be swapped to different archetypes down the road.

    Saying that you choose two archetypes and that's what builds your class makes it seem like there's 64 different classes in the game which is why every "X class would be great" post is met w/ a slew of "You want them to add 16 new classes?!"
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    If I said something that you disagree w/ feel free to say so here.
  • AtamaAtama Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Maezriel wrote: »
    While we don't have any plans to adjust the terminology for your 8 archetypes leading to 64 classes at this time, we'll be sharing more info on what those unique augments would provide as we lead up to future testing, to give you a better idea of what to expect in terms of variety on that front <3

    I think Jeff's description in the recent live stream shared above may help clarify that a bit further as well, in terms of setting expectations - though he does tweak the phrasing a bit 😄

    I have to agree w/ @Spiculus that it might be worth considering a different term.

    Even simply losing "Primary Archetype" would do the trick to make it clearer that you choose a class and then an archetype which adds mechanical and cosmetic changes and can even be swapped to different archetypes down the road.

    Saying that you choose two archetypes and that's what builds your class makes it seem like there's 64 different classes in the game which is why every "X class would be great" post is met w/ a slew of "You want them to add 16 new classes?!"
    Hmm, I never thought about that but I think that would work. Just swap the terms around... You combine two classes to make an archetype. I'm not sure why that didn't occur to me. I think people would understand the system better if it was put that way. As @maouw said, "class" isn't a flexible term; it's well-defined in the gaming industry (from video games to tabletop games) and misusing it constantly confuses people.

    But again, I like the idea of saying that the game has 64 archetypes to choose from, derived from the 8 core classes. That makes a lot of sense. :)
     
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  • daveywaveydaveywavey Member, Alpha Two
    But, the word "archetype" means a base model, the first initial stage. You can't have an "archetype" as the final stage. It goes against the very meaning of the word.
    This link may help you: https://ashesofcreation.wiki/


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  • AtamaAtama Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    daveywavey wrote: »
    But, the word "archetype" means a base model, the first initial stage. You can't have an "archetype" as the final stage. It goes against the very meaning of the word.
    It's the base model of something. Not the base model of everything. An archetype is a symbol, something that is imitated by others.

    Think about it as taking two base classes and merging them into something else which becomes an archetype. An archetype then would not be something you start out with, it's something you aspire to become.
     
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  • daveywaveydaveywavey Member, Alpha Two
    Atama wrote: »
    daveywavey wrote: »
    But, the word "archetype" means a base model, the first initial stage. You can't have an "archetype" as the final stage. It goes against the very meaning of the word.
    It's the base model of something. Not the base model of everything. An archetype is a symbol, something that is imitated by others.

    Think about it as taking two base classes and merging them into something else which becomes an archetype. An archetype then would not be something you start out with, it's something you aspire to become.

    Archetype
    Arkhe - tupos
    Primitive - model

    It just doesn't make sense for the completed version of the player's build.
    This link may help you: https://ashesofcreation.wiki/


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  • PlagueMonkPlagueMonk Member
    edited November 2020
    Atama wrote: »
    daveywavey wrote: »
    But, the word "archetype" means a base model, the first initial stage. You can't have an "archetype" as the final stage. It goes against the very meaning of the word.
    It's the base model of something. Not the base model of everything. An archetype is a symbol, something that is imitated by others.

    Think about it as taking two base classes and merging them into something else which becomes an archetype. An archetype then would not be something you start out with, it's something you aspire to become.

    How about "Basic Class" and "Augment" (since they seem to throw that word around a lot when they talk about the secondary class)
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  • MaezrielMaezriel Member, Alpha One, Alpha Two, Early Alpha Two
    daveywavey wrote: »
    Atama wrote: »
    daveywavey wrote: »
    But, the word "archetype" means a base model, the first initial stage. You can't have an "archetype" as the final stage. It goes against the very meaning of the word.
    It's the base model of something. Not the base model of everything. An archetype is a symbol, something that is imitated by others.

    Think about it as taking two base classes and merging them into something else which becomes an archetype. An archetype then would not be something you start out with, it's something you aspire to become.

    Archetype
    Arkhe - tupos
    Primitive - model

    It just doesn't make sense for the completed version of the player's build.

    Archetype can also mean an original that has been imitated which perfectly fits the idea that you pick a class and then "imitate" some of the abilities of a different class.

    On top of that "Class" is a far far stronger word in the heads of gamers than archetype and it would be easier to train gamers in a new definition of Archetype than Class.
    ZeFuP1X.png
    If I said something that you disagree w/ feel free to say so here.
  • daveywaveydaveywavey Member, Alpha Two
    Maezriel wrote: »
    daveywavey wrote: »
    Atama wrote: »
    daveywavey wrote: »
    But, the word "archetype" means a base model, the first initial stage. You can't have an "archetype" as the final stage. It goes against the very meaning of the word.
    It's the base model of something. Not the base model of everything. An archetype is a symbol, something that is imitated by others.

    Think about it as taking two base classes and merging them into something else which becomes an archetype. An archetype then would not be something you start out with, it's something you aspire to become.

    Archetype
    Arkhe - tupos
    Primitive - model

    It just doesn't make sense for the completed version of the player's build.

    Archetype can also mean an original that has been imitated which perfectly fits the idea that you pick a class and then "imitate" some of the abilities of a different class.

    "an original which has been imitated; a prototype.

    "an instrument which was the archetype of the early flute""


    The archetype is the original that has been imitated, not the imitation. It's the one that came first.

    In AoC, this original (the archetype) is the Primary Class. The imitation (the augmenting class) is the Secondary Class.
    This link may help you: https://ashesofcreation.wiki/


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  • MaezrielMaezriel Member, Alpha One, Alpha Two, Early Alpha Two
    @daveywavey even w/ that, since Class has a more solid definition in gamer's heads than Archetype it's still better than saying 2 archetypes makes a class.

    Gamers can be taught a new definition for Archetype far easier than a new definition of Class and it would remove a lot of the confusion around the whole "64 classes" that's happened time and again.
    ZeFuP1X.png
    If I said something that you disagree w/ feel free to say so here.
  • AtamaAtama Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Yeah, I’m not saying archetype is a perfect term, I think focus or specialization is better. But at least it continues to use the language that Intrepid has chosen, just in a way that makes more sense to gamers.

    Also, think of an archetype this way. Let’s say you have some archetypes like cowboy, and knight, and swashbuckler, and burglar. Those are all classic archetypes from stories that are recognizable. But if we break them down, we can call them combinations of certain traits.

    Take horse-riding. A cowboy and a knight both ride horses; they are defining traits of those archetypes. But a cowboy carries a gun, and a knight has a sword. So you could say sword/riding is a knight, and pistol/riding is a cowboy.

    Then take acrobatic skills. Someone who swings around on ropes and carries a sword is a swashbuckler. But if you carry a pistol, you might be a burglar crawling up the side of a house to break in and rob someone.

    Just some plausible examples of building an archetype from different pieces. Those pieces aren’t archetypes themselves, they are just pieces of them.
     
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