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Alpha Two Phase II testing is currently taking place 5+ days each week. More information about testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
Though maybe if rogues can spec into dual weapons and then add fighter's "hit hard"-type augment, then I guuuuuess it'd be similar? But for now I'd say not to hope for the same design between the two.
Duh. Sorry, responding while walking.
Probably for the same reason most of the other MMOs did it.
WoW's class system worked completely different than it did a couple of years later.
So did the class system of FFXIV, EQ2, BDOs and GW2.
I can easily name another 10 MMOs if you want me to.
Matter of fact is: post launch system changes aren't an exception, they are the norm.
Also, you really expect Steven laying off passionate Developers he has so meticulously collected over years of development? Because that's what will have to happen unless the class system is expanded upon (either in width or depth).
81- 64 = what?
100 - 64 = what?
Yep - sorry, was responding quickly while walking.
Or... hear me out... intrepids game studio makes.... more than one game....
Seems like the better way to go would be to add an augment school to each of the existing Archetypes.
I think a monk could easily be made with a fighter, especially if they added fist weapons.
Post launch, i think they should focus on fleshing out what they already have and expanding other progression systems like the social orgs and religions.
It's a nice academic sentiment, but it's been 6 years and we've seen 3 archetypes out of the planned 8. So, from a baseline product perspective let's get the 8 done really well before we begin adding additional archetypes.
Well, when you're expanding 64 classes to 81 classes I'd argue it's pretty easy for the uniqueness of an archetype to blend into the crowd more than stand out from the crowd. Can it be done - yes, but it's significant scope creep for an already long product development cycle (not an Intrepid thing - just the nature of an mmo).
Ah, well - meet my friend, Penguin Paladin...
If later down the line they decide to make a completely new realm outside of Verra and have completely new classes there - I'd be fine with that too, because that would make more sense than adding new archetypes to Verra. And if you had the same thing in mind, then I guess we agree.
Totally valid approach, but I think with so many combinations, then adding more combinations, but with restrictions on some and not others, might get - awkward. But down the road? Maybe. I think @mcstackerson's & @Dygz's suggestion to add augmentations into the existing grid - i.e adding new abilities that could be 'monkish' or 'druish' (thanks, Mel) - might be a smoother approach.
Again, maybe - but.. cart... horse
@CROW3
I do agree with a completely integrated archetype being preferable. I just meant to point out, that there are other options if Intrepid decides to go for them for whatever reason.
Its not just black and white. It rarely is
Maybe in the future instead of adding a new base archtype, they just increase level cap and make you choose a tertiary archtype which augments your augments. Turning your class into an even less specialized class which can become druid or monk.
Personally, I think this is a terrible idea.
If the existing augment Schools don't already allow for Monk and Druid, seems unlikely a Tertiary Archetype would either.
A new augment school for each Archetype, might. Might also be accomplished via Social Org or Religious augments.
Let's also keep in mind that each new Archetype includes at least 4 new augment schools as well as a suite of Active Skills.
I mean, confusions aside. I agree. I think the only real argument anyone could make about the 8 Archetypes is that i would rather they drop summoner and replace it with druid. Because summoner seems very much unlike the others and would take the most workload and need the most exceptions to make well.
I'd think they could even make new "secondaries" that are different combinations of augment schools that other classes have. Maybe a druid secondary uses nature school from ranger and life school from cleric. Maybe create a new school that is unique secondary for it or leave it limited to two schools as part of the trade off.
There is a lot they can do with the current system.
Yeah - sorry about the confusion on my part. Interesting perspective on Summoner, it definitely stands out among the rest. I wonder if that's just the nature of any pet-based class? I think the archetype grid in Ashes balances the pet-class out a bit better than other MMOs as it provides each archetype with the ability to have a pet/minion approach, without forcing players into having to play a Warlock or a Hunter.
You could even let druid have a "minion" path, making it function closer to a summoner. And use augments to make it even closer to a summoner.
My only real complaint with the 8 archetypes is that cleric is the only "support" role. With summoner and bard being talked about as jack of all trade classes.... but i mean. Cleric is talked about having dps available to, which makes it a jack of all trades to in a way i guess
Turning into this big boi
He was a great source of dps for support classes or even just for solo farming. And if you gave him some good gear, he could outdps some weaker dpsers
There were also these bois, who provided you with healing/mana regen/buffs
I think Ashes will have smth fairly similar.
Yeah - I like where you're going here, as it aligns with how I'd (albeit ideally) approach the class grid in an effort to make each class feel unique. For instance, I'd probably target the ranger/cleric (or cleric/ranger) to be a "Druid" (I'm thinking 3rd Ed DnD version of druid - not Wow). Then I would build out that class as a full throated class instead of adding magical augments to a Ranger, or bow stuff to a Cleric.
Likewise, you could probably do the same for Monk - with say Cleric/Fighter or maybe Cleric/Rogue - where you're making that combo a bigger 'whole' than just augmenting the existing combination with either 'rogue-ish' or 'fighter-ish' elements.
Make sense?
We need to try out what they already have planned so far, rather than flip out over the class names.
I find it strange that you even have to ask this question. A tremendous amount of RPGs and MMORPGS have Monks along with Fighter and Tank and Druids along with Ranger and Cleric.
Monks are light armor wearing hand-to-hand combatants that use evade mechanics instead of raw armor and are meditative precision fighters.
Druids are often shapeshifting, nature-controlling, healers and support.
So yes, there are other healers in the game and other fighters in the game but that’s a very strange point to make. It’s such a nonsensical generalization.
Why have rangers with bows when fighters also have sharp pointy things that can damage enemies. Why have different types of mages when they all cast spells just the same? It’s about style, lore, playstyle and relatability.
I’d say Monks and Druids are both immensely unique classes across the entire RPG spectrum.
He didnt ask this to provoke this type of response. He was asking more to know how potentially the augment system could change the existing fighter or cleric into the traits you want in what you would call a druid or a monk.
Its more of a, lets find a place to start question. Less of an assuming you dont know the differences question.
I think.
It is kind of fascinating how vehemently we get attached to boxes and their labels.
Generally people think about these cool dark powerful magicians who control dark magic (at least from what I've seen people say about warlocks), while L2's warlocks are this - a thin little boi who summons cute little kitties