Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Universal Defensives and Class Kits.
Solvryn
Member, Alpha One, Alpha Two, Early Alpha Two
TTP: To keep archetypes distinct, they all receive a superior form of a universal defensive.
All classes can block, but only Tanks can brace.
All classes can sprint, but only Ranger can dash.
All classes can dodge, but only Rogue can evade.
Universal Defenses can have a base action ability that can be augmented by a meaningful defensive button press that lasts for a limited time, stays within the hybrid theme and allows for tertiary/waterfall stat passive mitigation to remain impactful.
I'm not into over complicated explanations, I'll check back after work today.
Gdaay
All classes can block, but only Tanks can brace.
All classes can sprint, but only Ranger can dash.
All classes can dodge, but only Rogue can evade.
Universal Defenses can have a base action ability that can be augmented by a meaningful defensive button press that lasts for a limited time, stays within the hybrid theme and allows for tertiary/waterfall stat passive mitigation to remain impactful.
I'm not into over complicated explanations, I'll check back after work today.
Gdaay
3
Comments
I think this would be a better idea as situational class skills, rather than base mechanics- since there would be limited usage, making the base versions still usable when the skills aren't available on either side.
I would be very much ok with Intrepid using these superior abilities as class talent points. Then, you have to use a talent point in that over putting it in another ability or weapon talent slot.
Melee - parry (blocks melee attacks)
Shield- block (blocks melee attacks and projectiles)
Magic - magic barrier (blocks magic projectiles or directionals)
Ranged- dash/dodge (depending on which is universal)
You could then spec into those defensives within your class or weapon tree to enhance them
I get you, I just realize for a hybrid perspective instead of casting "Bulwark" where a Tank gets passive mitigation for Blocking, they press Bulwark to brace instead of blocking.
Makes the actions and the buttons have a flow and meaning.
I'm very much in the game that each archetype needs a superior mitigation tool while that tool remaining unique to class fantasy.
Fitting the hybrid combat they set forth, it checks all the boxes.
Very creative and interesting idea imo!
Need some for other classes now..
All classes can enhance their pets according to their main class but only summoners can enhance their pets with ANY OTHER classe's enhancement.
What else?
I suppose we'll have to see what more universal skills and there will be and which is more appropriate for an archetype.
I suppose for Cleric it would be only a Cleric can truly heal as throughput is a form of mitigation.
All classes can jump but only a mage can Teleport (without obstruction) distances.
It doesn't even have to be all defensives, it can be a breakdown of four universal defensives for four archetypes and four universal offensives for a split that only each class does extremely well.
Instead of 4 off and 4 def, I am thinking
2 Def (tank and cleric)
2 mobility (ranger and rogue)
2 Magic (Mage and summoner)
1 support (bard)
1 offensive (warrior)
Tentative: replace rangers mobility by Ranger "nature".
Universal passives and each class can boost their own passive type, yeah that would be awesome tbh!