tautau wrote: » While I am not totally sure about this, I believe that the secondary class can be changed without too much trouble. Is that right?
McShave wrote: » When Intrepid finally gets around to implementing the augmentation system, that is when we can start theory crafting and having fun playing with the 64 class idea. But until then, we really have no speculation as to what it will be like. I would love to help Intrepid design some augments and get the community involved, but we really don't know anything about it besides fundamentally how it would work. Hopefully we see it for Alpha 2. From what we know, it sounds like a pretty boring system. Adding fire damage to an ability or whatever, super lame. I hope the augments really change up the flavour of gameplay from one subclass to another. I hope they are putting they're greatest game design minds behind this, because the augmentation system will make or break this game imo. You are right about the theory crafting, but maybe some people would love to see certain classes be a certain way and they want to share it with us doesn't necessarily have to be about skills. I think it's less a make-or-break situation like if combat is good or shit.. that's a dealbreaker in my eyes, but having 64 classes and all but the base classes are just a title and nothing more would feel very weak for sure.
Anzoul wrote: » You are right about the theory crafting, but maybe some people would love to see certain classes be a certain way and they want to share it with us doesn't necessarily have to be about skills.
McShave wrote: » From what we know, it sounds like a pretty boring system. Adding fire damage to an ability or whatever, super lame.
McShave wrote: » In your OP, you said you are excited about the Necromancer. What kind of spells would you like the Summoner to have, and how do you see them being augmented by the Cleric to have the necromancer feel?
maouw wrote: » I also wonder if it might be a better idea for them to "awaken" a set of augments every few updates instead of trying to design them all at once. quote] Yes, I think it's very likely that people won't be very happy/ or satisfied (I might be proven wrong) with what the difference in classes will be in the end, and I would be happy with 1-2 variations of each class and them to really feel different, but I guess we will see.
Goatrek wrote: » I was initially thinking about playing a beastmaster but I kinda fear the summoner sub-classes will lack class identity. Just the thought of a beastmaster and a necromancer only being a respec away from each other sounds off since they both represent very clear and niche class fantasies. This is partially on me though for thinking about the 64 variations as separate classes rather than variations of 8 classes but still. I just dont see how this system will be able to create a fully envisioned necromancer and a fully envisioned beastmaster without them feelingvery close and reskins of a core summoner baseline design. But I hope the necromancer ends up as what you want @Anzoul