ThornyDevil wrote: » I just hope they can give flavour to each class and one way to do it would be to give it some unique skills based on the chosen class. So for rangers, the soulbow could get a mystic shot ability. The sentinel gets a piercing vision spell *allowing him to detect stealthies*. The scout gets a stealth mechanic, etc. They did say it will be a rock, paper, scissors type of design so hopefully, most classes would have their usefulness in countering others. Plus, I think if flavourful enough people will end up picking these classes for its fantasy.
Wandering Mist wrote: » I'm afraid this won't happen. The secondary classes don't grant any extra abilities (those only come from the primary archetype). All they do is add augments that change the way some skills work. For example, a Bowsinger (Ranger/Bard) and a Soulbow (Ranger/Cleric) will have the same basic abilities, but the Bowsinger will get Bard-inspired augments whereas the Soulbow will get Cleric-inspired augments. Also, the balancing of the classes will be done on a a group scale, not an individual 1v1 scale.
Ironhope wrote: » Wandering Mist wrote: » I'm afraid this won't happen. The secondary classes don't grant any extra abilities (those only come from the primary archetype). All they do is add augments that change the way some skills work. For example, a Bowsinger (Ranger/Bard) and a Soulbow (Ranger/Cleric) will have the same basic abilities, but the Bowsinger will get Bard-inspired augments whereas the Soulbow will get Cleric-inspired augments. Also, the balancing of the classes will be done on a a group scale, not an individual 1v1 scale. Two questions, So how different will ''classes'' from eachother then? Will they be as different as wow specs are from eachother? Also, why won't intrepid re-name the ''classes'' to ''specs'' or something more appropriate? The word ''class'' tends to have a heavy meaning among mmo-rpg gamers (games) and here it's clearly not justified, only leading to a very large number of people being mislead.
Wandering Mist wrote: » ThornyDevil wrote: » I just hope they can give flavour to each class and one way to do it would be to give it some unique skills based on the chosen class. So for rangers, the soulbow could get a mystic shot ability. The sentinel gets a piercing vision spell *allowing him to detect stealthies*. The scout gets a stealth mechanic, etc. They did say it will be a rock, paper, scissors type of design so hopefully, most classes would have their usefulness in countering others. Plus, I think if flavourful enough people will end up picking these classes for its fantasy. I'm afraid this won't happen. The secondary classes don't grant any extra abilities (those only come from the primary archetype). All they do is add augments that change the way some skills work. For example, a Bowsinger (Ranger/Bard) and a Soulbow (Ranger/Cleric) will have the same basic abilities, but the Bowsinger will get Bard-inspired augments whereas the Soulbow will get Cleric-inspired augments. Also, the balancing of the classes will be done on a a group scale, not an individual 1v1 scale.
Jeffrey Bard wrote: We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are you know 64 different versions of... radically different classes.
Talents wrote: » Don't take the class names literally, if you do then you'll be disappointed. They've said before that Jeffrey Bard wrote: We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are you know 64 different versions of... radically different classes.
SirChancelot11 wrote: » Talents wrote: » Don't take the class names literally, if you do then you'll be disappointed. They've said before that Jeffrey Bard wrote: We're not really talking about 64 true classes, we're talking about eight classes with 64 variants... There isn't as much variance between the 64 classes as you might expect. It's not like there are you know 64 different versions of... radically different classes. It doesn't have to be radically different to have very different identity Look at summoner. A necromancer and beastmaster are both 'summoners' but hopefully have very different asthetics and are easily identifiable from each other.
SirChancelot11 wrote: » But we don't know the extent of how the cleric augments will effect the ranger/cleric. Will it be able to change the ability from a direct damage to a heal, letting the soulbow be a healer? Or just add a minor self heal? Or choose death school augments and add a decrepify debuff on hit? We really don't know the extent of these systems yet...
SirChancelot11 wrote: » Wandering Mist wrote: » ThornyDevil wrote: » I just hope they can give flavour to each class and one way to do it would be to give it some unique skills based on the chosen class. So for rangers, the soulbow could get a mystic shot ability. The sentinel gets a piercing vision spell *allowing him to detect stealthies*. The scout gets a stealth mechanic, etc. They did say it will be a rock, paper, scissors type of design so hopefully, most classes would have their usefulness in countering others. Plus, I think if flavourful enough people will end up picking these classes for its fantasy. I'm afraid this won't happen. The secondary classes don't grant any extra abilities (those only come from the primary archetype). All they do is add augments that change the way some skills work. For example, a Bowsinger (Ranger/Bard) and a Soulbow (Ranger/Cleric) will have the same basic abilities, but the Bowsinger will get Bard-inspired augments whereas the Soulbow will get Cleric-inspired augments. Also, the balancing of the classes will be done on a a group scale, not an individual 1v1 scale. But we don't know the extent of how the cleric augments will effect the ranger/cleric. Will it be able to change the ability from a direct damage to a heal, letting the soulbow be a healer? Or just add a minor self heal? Or choose death school augments and add a decrepify debuff on hit? We really don't know the extent of these systems yet...
Podgnil wrote: » 8 classes is more then enough, for good rpg enough 5 classes mage, ranger, assasin, fighter and cliric. Main question: can intrpd balance classes and subclasess and make them diferences really important. Because even one different spell can change game play, ure will craft and seek another armor, u will have another role in dungeon, and pvp gamestale. MAIN is balance them and make unique. In balance I mean not equil dps for dd and equil heal for heals, I mean thet every class be usefull in some game aspect and people will not play in same builds, stat caps and equip. For example rogue/rogue is best in instant mele dmg, and can awesome burst the target and rogue/cliric have less instant and tunel damage but have lifesteal. So one will have equip to be glass canon, and second focus on long fights and surviving, some heal perks on equip and etc.
bloodprophet wrote: » Podgnil wrote: » 8 classes is more then enough, for good rpg enough 5 classes mage, ranger, assasin, fighter and cliric. Main question: can intrpd balance classes and subclasess and make them diferences really important. Because even one different spell can change game play, ure will craft and seek another armor, u will have another role in dungeon, and pvp gamestale. MAIN is balance them and make unique. In balance I mean not equil dps for dd and equil heal for heals, I mean thet every class be usefull in some game aspect and people will not play in same builds, stat caps and equip. For example rogue/rogue is best in instant mele dmg, and can awesome burst the target and rogue/cliric have less instant and tunel damage but have lifesteal. So one will have equip to be glass canon, and second focus on long fights and surviving, some heal perks on equip and etc. Your primary archetype will set your role. Tank will tank and Cleric will heal.https://ashesofcreation.wiki/Roleshttps://ashesofcreation.wiki/Archetypes
bloodprophet wrote: » Why? Choices should matter and letting everyone do everything means nothing matters.