Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Comments
For example: If your summon had a sweeping attack with a claw, or had the ability to bite an opponent, or rush an opponent; and you took teleportation, you could rush them similar to how I've given an example with the tank: Teleporting to a target instead. Or, its claws could combust on impact on a target dealing some burn damage that persists. Or... let's say your summon traditionally was some type of bear or bear cat, you could apply an elemental augment and now it could be a transparent flaming bioluminescent cat; and its damage would be fire based. So, that's how we want to influence the active skills with how augments apply; and that's how it would apply with Summoners.[14] – Steven Sharif
Now is there any other example besides mage secondary augments?
Legit, if you can find something I would be ecstatic because I haven't seen anything else besides mage augments anywhere.
Also:
https://ashesofcreation.wiki/Healing#Cleric_augments
Choosing life augments will provide self-healing benefits as well as limited life-giving benefits to other players.[30][28]
Some cleric augments applied to certain skills will indirectly provide the ability to heal others. These will not replace the need for a cleric archetype.[31]
Cleric augments will radically change the type of summons available from the summoner primary archetype.[32]
Skeletons, zombies and other undead summons will be possible with death based augments.[32][33]
Any class that's going to choose Cleric as a secondary class will have the ability to pick from those augments to influence their skills to affect the life of others around you.[28] – Steven Sharif
Ok
Life & death.
Life:heal others or self heal
Death:summoner can now do dead things
Still no juicy details though
That's really not informational. I am very aware of that clip. It is only informative if you are looking at the most basic of definitions.
It tells you:
1. Summoner will, have summons (shocking!/s) and they will have access to all holy trinity roles.
2. If you have a support subclass it will bias your summons towards that support class and effects the appearance and aesthetic (something eadily found on the summoner page.)
What it didn't tell you:
1. Can my summons use abilities from other classes ?
2. Does whether or not they can depend on my subclass?
3. Will they get AoE spells? Do I need an augment for this? How about AoE DoT noxious clouds?
4. Will I be able to heal with my summon?
5. What sort of augments will the necromancer even grant that distinguishes it from other class options.
6. Does the necromancer now have the ability to heal themselves while attacking things?
7. What about self healing summons
8. Will the necromancer get buffs/debuffs separate from the summons activation abilities
9. Can they reraise fallen summons (we STILL don't know if summons die permanently or even if they can be unsummoned and switched out.)
10. AoE party buffs?
11. Can I absorb my zombies hp in a pinch?
I could keep going but the point is how augmenting works relative to class mechanics is very much up in the air.
If you want a conversation to not be interacted with by others stick to pm.
Where did I say it showed spells/visuals/whatever? I said we know what they're going for with the classes. Just because we don't see gameplay doesn't mean they haven't said multiple times what their plan is.
Interact all you want. It's a free forums.
Ah mk. I post those things for other people, not you. You don't ever need to clarify to me you don't care. It is always apparent. It is up to you if you interact with things I post for other people.
And my response is I don't care if you are because I did not post that clip for you.
I don't know why you let other people know that you are aware of that clip, but it doesn't matter - because I also don't care.
Nothing you wrote in that post has anything to do with what I've been saying in this thread - nor is it related to why I posted the clip.
The key part of what I quoted is that augments radically change the core components of Active Skills. It's not "just animation skins combined with buffs to the same ol' stuff".
If you are posting something for a specific person, quote or @ that person.
Basic forum decency.
Then you lack understanding of the english language because calling someone ''pissy'' is an insult.
If you don't believe me, google ''pissy dictionary''. It is marked as ''vulgar slang''
I said no such thing and, again, if thats what you understood, then the problem is your understanding of the english language.
I explicitly said that your avatar matches your personality because of the pirate eye-patch.
What do you think the ''Yarr'' was about?
Do rats make ''yarr'' noises?
Do they also plunder and pillage?
No dude, you were being totally toxic.
No, seriously, if you have no game/feed-back related points to made, why are you taking so much topic space, clogging up the feedback forum?
1. I said nothing vague
2. I made no predictions (prediction = a scenario which one believes will happen in the future =/= a scenario which one hopes won't happen in the future).
3. Whats already planned for the game? Because based on the vague explanations of the devs so far it could be anything from very underwhelming to very overwhelming design. This is an early alpha forum and if you consider I'm doing something bad by pointing out we would rather have the better possibility in terms of development, then the problem is with you.
Being a pvp-er (pirate) in a pvp focused game is not toxic.
Throwing insults and clogging up a feedback forum with non-game/non-feedback related writing is.
Yeah I mean I have no idea who he is talking to either.
I'd be surprised if it was me since I actually gave some of the examples he brought from that stream as examples, but then, he mostly replies to my posts without reading them so there's that.
Either way if he was trying to talk to me, thanks for answering him because you did a great job.
A player may choose a secondary archetype when they reach level 25.[3] The combination of primary and secondary archetypes is referred to as a class.[3][1][4]
The secondary archetype does not provide additional skills.[10]
Secondary archetypes may be changed, but not "on-the-fly".[8][11]
The player can then augment their primary skills with effects from their secondary archetype.[3][7]
Each skill in the primary tree will have several augment options from the secondary tree. This is an example of horizontal progression.[7]
Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.[12]
It says you don't get additional skills from the secondary type but can augment their primary skills with effects.
And we don't know to what scale those secondary augments will be able to change the primary skills, so we don't really know how a lot of it is going to work yet
We need more information from Intrepid on this stuff to have a good idea on how stuff will work out.
We could converse "what we think will happen" till launch but it is all perception and theory crafting.
I would start with the other 5 archetypes first before introducing the augments but I am a lil crazy some times.
Up side is I like seeing all the different view points especially the ones I disagree with to get a better idea how the community thinks.
None of the threads talk about the same thing.
I made a topic warnding the devs that a notable amount of people will only play one class.
I made one warning them of a basic mmo-rpg developer mistake when it comes to hybrid classes (having them underperform in all areas even when they've chosen to specialize in one).
And I made one warning that expressed a valid concern that the 56 sub-classes might not be distinct enough , based on the very vague explanations gives by the devs, and that they're on the edge of false advertising based on how they sold their ''64 classes'' on social media.
Either you have a personal, very forced definition of ''same thing'' or you didn't give my posts a serious read.\
We should give as much feedback early on as possible because later on after things are actually developed for us to see, they're going to be hard to undo.
The earlier we give feedback on what we expect/want things to look, the better.
That was one of the main things I had in mind when I made those posts.
tank- taunting/aggro - less squishyness.
Cleric - healing - healing from abilities
Mage - magic ranged dps - mana regen from abilities
Ranger - physical ranged dps - snares
Bard - buffs/debuffs - debuffs from abilities
fighter - physical melee dps - increased damage
rogue - stealth - mobility
Summoner - tank pets - dps pets
Now there are possibly a couple more archetypes possible, but I think they chose 8, so that it matched their basic group size. So the basic mechanics of a necromancer are pets, zombies etc., and healing triggered by dps. If there is something in the game that then puts a look and feel on abilities, based on the combination of archetype and augment, particularly if you add a visual and story based on an evil religious augment, then you are getting the essence of a necromancer. And you get the ability to make a "Good" necromancer raising Nicholas Cages to fight evil, with presumably an avenging angel aesthetic.
So you not only get a unique ability from your primary archetype, you also get a unique ability from your secondary archetype. So only a summoner can have a tank/healer pet, but only someone with a secondary cleric can have healing from dps. Your zombies may do small dps as tanks, but also heal you when they dps. They will essentially be unique healer/dps pets. No other class combination will have them and ALL your pets will have it.
Personally, I think you will be getting exactly what you want with this system; you just don't realize it.
I think the thing that is confusing people is that the Alpha didn't have augments so some of the classes had abilities that they will only get if they go mage-mage or cleric-cleric.
I don't. Sorry if I wasn't clear enough.
I do expect and demand that they be distinct enough and that their theme fit their gameplay. Dev explanations so far are vague enough to raise concerns and I'd rather voice my concerns now, while the ''metal'' is still ''hot'' and easy to mold, rather than later when its colder and its already quite hard to change.
Either way, each class being unique wouldn't make sense.
Necromancers are by definition summoners.
Shamans are by definition a cleric caste.
Knights are by definition tanks.
A predator is by definition a rogue.
So yeah, it wouldn't make sense for them to be unique. Thats not what I asked.
What I really hope is that that character customization (talents, gear, tattoos, node affiliation, organization/religious affiliation, etc) will be more relevant and hybrids will be viable.
I really would dislike if my templar would be another wow classic retribution paladin (hybrids in wow were only fixed in TBC when hybrids were allowed to actually be good at what they specialized in, before that most weren't played at all almost and were, with very few exceptions, just memes).
I don't think, at this stage, hybrids exist in the sense you are using the term. You need to be a tank to tank, and a cleric to heal, but you need proportionally the right number of them. For raiding you will probably need at least one tank-tank.
I just don't see why anyone would want a hybrid, or that there will be any demand for hybrids.
It might be better for soloing and/or PvP, both of which will be huge.
As long as you're not a liability to a group you should be able to contribute and be welcome. I'm hoping that any class is viable even if it's not optimal.
"Hybrids" like Tank/Rogue work just fine because it allows the Tank to stack damage types, like Bleeds, with the Rogue/x and any x/Rogue in the group.
Same for a Tank/Mage who wants to stack Elemental damage with the Mage/x and any x/Mage in the group.
(Gear does not determine combat role)
Go read all three threads. They are mostly the same people talking about the same thing.
Lol
You're not wrong
But I think it's because the conversation gets caught on the same snag. Tanks and healers.
If you want to blend a mage and rogue that's cool. Hunter and mage, sounds good. Rogue and hunter, I like it.
But when you bring in tank it gets weird... And you want to ask "how much tank are you trying to bring over here?" Just a lil bit of tank? Or a lot of tank? Enough to where he can 'tank tank' or just enough to make solo'ing easier? Enough to use in dungeons? Or should I just double down on being a mage since i hide in the back behind the tank anyways? Will it be mandatory for PvP so I don't get wrecked too fast?
So much grey area...
Don't expect an x/Tank to main Tank.
After that, sure, you have a lot of variance regarding how many augments you wish to use that generate Threat and provide Damage Mitigation... along with any augments you like from the other 2 Tank Schools.
How roguey do you want your Mage to be?
How magey do you want your Fighter to be?
How bardy do you want your Cleric to be?
All depends on how you like to play.
It's no more strange for Tank than it is for the Archetypes.
Everyone is talking about classes , augments and how grouping will work. Some people want Ashes to devolve into a GW2 clone and some of is want what was promised in the early days of getting back to what made MMO's great in the old days and adding newer stuff like the nodes.
You said ''the threads are talking about the same things'' (you accused me of being repetitive).
This is far from the ''people in those threads are talking mostly about the same things''.
I can't be held accountable for what others talk about in the topics I made, I can only be reasonably held accountale for what I wrote (including and especially the topics thesmelves).
So please don't formulate claims to sound like accusations if you don't intend to throw an accusation.