Azherae wrote: » Here's an example of what I mean. This is not what I think the augments need to be or even should be. That can't be true because we don't know how most of the classes even work. I'm doing this from just reverse engineering the names of the classes, and using them to fill in the blanks. If a name exists, and there's no Augment that would allow that name to make sense, I made the appropriate thing. I think I hit them all (some names are not well defined in other media, obviously).Mage Augments:Meteoric Impact - Mostly makes skills AoE or increases AoE, even healingDimension Slip - Movement skills, add teleport. Attack skills, increase rangeLingering Element - Burn (or whatever)! Or put up an element shield, enemy takes damage on hitMana Control - Draining enemy mana on attacks, transferring mana on buffs/healsCleric Augments:Lifeforce Control - Attack skills, causes Castigate's effect. Def skill - Healing increased.Holy Ward - Attack skills lower enemy attack, buffs and such raise defenseLife's Passing - Attack skills add DoT, much more special stuff like NecromancyLinked Fate - Causes health absorb on hit for attacks, mild healing for those around for buffsBard Augments:Rhythm Emotion - Increases damage of combo attacks for a period after a skill.Enchanting Voice - Various smaller debuffs based on the ability attachedRallying Call - Various small buffs based on the ability attached.Tale Weaving - Weird custom stuff based on how long something is held or channeledRogue Augments:Misdirection - Debuffs enemy accuracy or drops hate/threatNimbleness - Buffs evasion or increases certain attack rangeSeeking Eye - Crit bonuses, backstab damage, on-hit effect chance up, etcShroud of Darkness - Shadow stuff. Lots of shadow stuff. Sometimes similar to othersRanger Augments:Keenest Sight - Accuracy bonuses or range extensionsTrap Master - light CC augments, usually slows, sometimes rootingDisruption - more light CC, moreso knockback, bleed, etcFlicker - Adds backward movement to certain skills while they are happening or similarSummoner Augments:Externalization - depending on class, summons a wisp/weapon or something for a bit after a skillCopy Form - sometimes 'shadow clones', sometimes summoned weapons for damage or lingering DPSSpirit Call - Depends on environment, still summons something short lived, might depend on area or classSoul Cage - Obstacles and containment, causing enemies to need to leave, or things like DoT CrystalsTank Augments:Mitigation - Lower enemy attack or raise own defenseThreat Generation - it's on the tinArmor Boss - CC resistance usually during the augmented skill, a few othersRepositioning - Yank or push the opponent depending on the skillFighter Augments:Martial Master - Increases weapon proficiency or STR/relevant stat during skill useCharge! - Gap closing, some knockdown, some 'charge past/through' augmentsCritical Eye - Raised critrate on skills (yes this is probably the meta)Berserker - Sacrifice HP instead of/in addition to MP to empower skill From the programming side, I can tell you that only 8 of these, at maximum, have any obvious problems or conflicts with skills. About 12, when combined with likely or obvious skills, are unbalanced (in the sense that they're the obvious meta choice for that skill). About 40 skill-augment combinations would be considered 'useless' by the community, guessing at obvious skills (having no use in nearly any form of content). The thing you have to ask though, is, if you're a Bard/Summoner and you have a 'performance' skill and you choose to put Spirit Call on it instead of Copy Form (duet!) what made you feel that was necessary? It's usually not that the player 'wants to do the thing that ends up happening'. Most of the time they're just 'suffering from a compulsion to be original', or they wish that the Augmented skill did something different, and if it's useless and no one cares, they can easily ask for a change to it. In all arrogance... this is easy. I'm sure that they have these already mostly blocked out, given those Class names, and if they don't, the great Intrepid team can have anything they want from the above list for 'free'. All ideas in this post are either already, or hereby transferred by me to be, the property of Intrepid Studios in perpetuity. Have faith. It's fine. You might have to wear some really 'interesting' gear, but most X/Tank will find different ways to 'tank'.
PenguinPaladin wrote: » You're fine. Information is always welcome.
CROW3 wrote: » Not to derail your question, but I'm much more concerned about seeing, demoing, & testing the archetypes before going through another round of class names.
PenguinPaladin wrote: » At this point i feel they have to keep the tank archtype, and add to the lore about why it is called a tank. Maybe easter egg in some books and misc object lore that talkes about the lost tech of a mobile cannon known for being hard to destroy.
Azherae wrote: » PenguinPaladin wrote: » At this point i feel they have to keep the tank archtype, and add to the lore about why it is called a tank. Maybe easter egg in some books and misc object lore that talkes about the lost tech of a mobile cannon known for being hard to destroy. "Tank", from the old term "tan-ka", 'Taker of The Flow', the term referred to the valiant warriors who would take the charge of the enemy head on, blocking their flow toward those vulnerable who needed to be protected, taking on the responsibility of the safety of others with their powerful armor and trained bodies, while those more suited to striking and magical defenses supported the Tan-ka from behind or from the flanks.
PenguinPaladin wrote: » Azherae wrote: » PenguinPaladin wrote: » At this point i feel they have to keep the tank archtype, and add to the lore about why it is called a tank. Maybe easter egg in some books and misc object lore that talkes about the lost tech of a mobile cannon known for being hard to destroy. "Tank", from the old term "tan-ka", 'Taker of The Flow', the term referred to the valiant warriors who would take the charge of the enemy head on, blocking their flow toward those vulnerable who needed to be protected, taking on the responsibility of the safety of others with their powerful armor and trained bodies, while those more suited to striking and magical defenses supported the Tan-ka from behind or from the flanks. So you're telling me if they added an "a" then the whole meaningless argument could have been avoided? This whole thing was a typo all along?!
daveywavey wrote: » You see what you did, @Warth ? Hmmmm? HMMMMMMM?!
tautau wrote: » There will probably be common nicknames for different classes. I wonder if the nicknames will vary from server to server? A Dagger might be known as a 'knifer' on one server and a 'back poker' or BP on another server.
Dygz wrote: » I mean... the class name somewhat reflects the combo of the Archetypes. And there will be themes, like Necromancer... But...what is it that anyone is truly expecting from a Spellstone?? And why is a Fighter/Tank a Knight and a Tank/Tank a Guardian, rather than the reverse? What's the difference between a Warlock and a Wizard? Must a Witch always be female? Labels are really always going to be dependant on the specific setting.