So we are all very excited for the augment system and the creativity and customization it will allow us in our class creation, but there is an elephant in the room regarding it.
There are going to be an outstandingly ridiculous amount of augmented ability variations, which might come with many problems.
- We have 8 archetypes, each with supposedly 3-4 augment "types" from what I understand. These being things like "Fire/Ice/Lightning/teleport/etc." for the Mage archetype as an example.
- Each archetype has around 10 abilities at level 10 in the current iteration of the game. For the sake of this argument I'll say each archetype has 30 abilities at the max level of 50.
- This means any class is going to have effectively 120-150 abilities, augmented and unaugmented. (Slash, Slash + teleport, Slash + fire, Slash + ice, etc.)
- Now lets add non-archetype based augments, of which they've confirmed to exist. Those being gained from your race, your religion, special quests, etc. Lets assume for the sake of this argument a character has 3 extra augments.
- This means any player will have access to effectively 210-240 abilities minimum.
I'm sure anyone can see the kinds of problems that can/will arise with this.
Unless the devs are gods at making abilities, the abilities aren't going to change in any major way because customizing every augment is going to take a ridiculous amount of development time and resources.
In the above example, accounting for 8 primary archetypes and 8 secondary, and only accounting for the 3 extra augments gained in the example (not the entire list of possibilities), there are theoretically
at least 8,640 combined unaugmented and augmented abilities in the game.
It's highly likely that augments are going to be
- Minor to the point of not really being noticeable for the vast majority of abilities, or
- Abilities will only have specific augments they can utilize
The former is disappointing for many, and the latter is disappointing for many.
There are posts where people discuss what they think specific classes are going to be, and people had tons of ideas about that topic. In the reality created above, a class like Necromancer is either just going to be
- The base summoner with some sparkle/death effects on their abilities, or
- Not even close to as amazingly customizable as some people are thinking, but the choices you will have will be tailored to the namesake of the class.
The reason I bring this up now is for one, I don't think many people are thinking critically about this and are getting overly hyped about augments, and two because the dev team does not have a solid idea on the combat they are going to be using yet, and thus does not know what abilities each class is going to have yet, and thus doesn't know how they will be augmented or how augmentable they will be, so I want to caution people from getting too overhyped about something we don't know much about yet. The comments I've seen show me that people are having varied ideas, and I just want to bring this to the forefront of the community.
Edit: The math I used originally doubled the amount of abilities, fixed my calculations
If I don't lowball it as much and assume there are maybe 30 extra augments that can be gained through guilds, leadership, different religions, city type, race, extra-special quests, etc. then the number of possible augments reaches closer to my original calculations at a whopping 15,120 different abilities
(Though personally I think there might end up being more than 30 extra augments)