Azherae wrote: » Opposed. Very. Given the usual quality of our interactions from my side, I'll leave it there.
neuroguy wrote: » Augments are probably the most important aspect of the game that we still have little to no information about. We have been given a handful of examples about how 'impactful' they can be, but that is quite subjective based on your expectations and your understanding of a class vs archetype. Here I am just exploring a possible way to design the augment system which I believe will (1) allow for easier balance (2) more creative freedom in terms of design (3) support/promote class diversity and push against the formations of metas and (4) increase the variability of demanded items through crafting. The idea is quite simple, what if alongside the lvl requirement, your augments required a stat threshold to be used? For example a highsword (fighter primary cleric secondary) will augment the fighter abilities with cleric themed augments. What if each augment required some int/will/wisdom (stats more aligned to the cleric) to be utilized? Some augments that heavily modify an ability may require more stats and thus require itemization choices that meet these requirements. This would give developers the freedom to design minor and major augments by having some associated cost to the more impactful powerful ones in order to balance them. This way, augments would not need to be homogenous in their power nor precisely equally impactful. Currently, for any given skill, not only do all augments need to be similar in power for viability, but they can also only be as impactful as the least impactful one being implemented. But if you give them a cost, it can justify higher variability where a player can decide, through itemization, how heavily they lean into their secondary's role. So in the earlier example, the highsword could have low cost (require low int/will/wisdom stats) augments that do mostly self healing and other minor cleric things. But if the highsword decides to heavily lean into the cleric side, by wearing items with high int/will/wisdom which come at the cost of their primary's stats of strength/power, then they could gain access to augments that would allow them to heal others (not quite as good as a cleric of course, but you'd get closer to crossing trinity roles). Or this can be done in 'tiers' where multiple int/will/wisdom thresholds change the same augment to gain stronger cleric-like properties with the highest tier involving healing that can extend to others as an example. This would allow the augments to be more impactful and variable and to meet the needs & desires of the player and their fantasy for the class they play. This would also create a demand for a lot more stat combinations on gear which opens up crafting. If crafters need to create items with strange stat combinations to satisfy different augments for all classes, it would require far more item variability to exist than if they only need to create items with classically synergistic stats like int+will+wisdom. This gives the crafting process a lot more cause for stat manipulation which, depending on the direction of the crafting system, can support a larger variety of resources or allow for more points during the crafting process (gathering to final item) that players can manipulate the final item's stats. This is inspired by ARPG systems and I'd be curious what people think. Do you like the idea of all augments being ~equal in power? Or does it appeal to you more to have more vs less impactful augments balanced around some cost?
Depraved wrote: » 1- no, quite the opposite 2- yes 3- yes but whats wrong with metas? and you cant avoid them, unless you make everything the same. 4- yes
Depraved wrote: » we will already have something like that iirc. the augment stream is coming soon, most likely this month. if not, no later than January I believe.
neuroguy wrote: » Depraved wrote: » 1- no, quite the opposite 2- yes 3- yes but whats wrong with metas? and you cant avoid them, unless you make everything the same. 4- yes I'm too dumb to follow your numbering haha do you mind specifying what they refer to? Regarding metas, there is nothing wrong with them per se, people have different feelings/opinions towards them I reckon. That being said, I think that it can be universally agreed upon that solved or static metas are not good though. This is because it essentially makes the game smaller than it really is. If you have access to 100 spells for example but the meta is to use only 10 in your rotation, the other 90 might as well not exist (until the meta shifts). Personally, I think the longer metas take to make players uniform, the more interesting the game is. The fact that no 2 players will have access to the same items (since there won't be a raid everyone can reliably complete with a known loot table) is great. I think if this was more impactful by influencing the needs of individual players (in terms of stats) to slot in the augments they desire it would be interesting for the reasons I outlined above. Depraved wrote: » we will already have something like that iirc. the augment stream is coming soon, most likely this month. if not, no later than January I believe. I was not aware of any of this information, could you provide some evidence for this? I'd be very happy to see the augment system.
Depraved wrote: » my numbers are ur numbers T_T
Dygz wrote: » Augments don't just come from Secondary Archetypes, but... The primary purpose of augments from Secondary Archetypes is to allow the Primary Archetype to move closer to a different playstyle, so... having augments "restricted" by stats seems counter-productive. But... I think I don't understand what you are contemplating because... Already seems likely that Healing augments will be powerful with higher Wisdom and higher Magical stats on gear... as well as (Passive) Skill point allocation. I don't understand what is meant by "at the cost of their primary's stats of strength/power".
Dygz wrote: » It's the Primary Active Skills which need to be homogenous in power, since that's where the primary effects derive. That's how the Primary Archetypes are balanced - rather than the 64 classes. Augments do not need to be homogenous - individuals will decide how much impact augments will have on their Active Skills. I think you should learn how augments actually work - by testing them - before you try to fix something that probably is not broken.
Dygz wrote: » I think you are jumping to extremes. Augments mostly provide horizontal progression. They don't inherently provide vertical progression. For instance, some augments may change damage type of the Actve Skill they are applied to, rather than adding increased damage. Elemental damage augments should not be designed to be "best for dps". People who choose Elemental augments should be hoping to play more like a Mage, who specializes in Elemental damage and/or plan to stack Elemental damage with the Elemental damage from the Mage/x or another x/Mage. Or they might want to stack Stuns with some other person in ther group/raid. Doesn't need a higher stat "cost" and should not have a higher stat "cost". Of course, we should expect higher stats to increase the effects of the associate augments. Better stats should provide better results. "Less use" sould be irrelevant. People should be choosing augments because it helps them play they way they individually like to play - not because a particular augment is more popular. Nerfing augments will probably be more about balancing them against Active Skills, rather than trying to balance them against other augments. We can expect augments to be tweaked for augment balance, sure... but probably not nerfed. Because, again, the devs are balancing the Primary Archetypes. It's too unwieldly to be nerfing in order to balance the 64 classes and there's tons of other augments besides just the ones from the Archetype Schools. What players think is best from spreadsheets should be irrelevant. Especially since it's not about individual player prowess - it's really about how individual players synergize their abilities with the other players in their group/raid. Ashes is not balanced for 1v1 combat.
neuroguy wrote: » Do you at least agree that adding a cost to augments (whatever it may be) opens up design space for making more interesting/imapctful/powerful augments?
neuroguy wrote: » The idea is quite simple, what if alongside the lvl requirement, your augments required a stat threshold to be used? For example a highsword (fighter primary cleric secondary) will augment the fighter abilities with cleric themed augments. What if each augment required some int/will/wisdom (stats more aligned to the cleric) to be utilized? Some augments that heavily modify an ability may require more stats and thus require itemization choices that meet these requirements.
Dygz wrote: » \Stat costs inherently limit interesting and impactful builds and put a focus on cookie-cutter - flavor-of-the month builds. And inherently negates the purpose of augments. Augments without stat costs inherently push characters towards diverse playstyle rathert han relying on spreadsheets. Even if any class with Life School augments can heal other players, it does not mean they can do so as well as a Cleric/x. But, again, that really has nothing to do with stat "cost" and everything to do with how the individual chooses to build their character to optimize Life School augments, as well as how the individual synergizes their Healing with the Healing capabilities of others in their group.
Dygz wrote: » neuroguy wrote: » Do you at least agree that adding a cost to augments (whatever it may be) opens up design space for making more interesting/imapctful/powerful augments? No. I vehemently disagree. Adding a stat "cost" makes augmenting considerably less diverse and interesting. It limits creativity.
Strevi wrote: » Instead of / additional to "your augments required a stat threshold to be used" I would prefer "your augments required a stat threshold to be activated" In other words, equiping that highsword would allow that NPC to make you a fighter -cleric. The power of the augments would depend on how much that sword (and other items) and external factors (food, potions, temporary effects from players and places...) buffed you. Then you could unequip that sword and equip whatever else you want but the augments would stay activated with the set power level. Maybe the increased augment power would allow equipping an even higher tier weapon which could be used to increase the augment powers even more.
neuroguy wrote: » Strevi wrote: » Instead of / additional to "your augments required a stat threshold to be used" I would prefer "your augments required a stat threshold to be activated" In other words, equiping that highsword would allow that NPC to make you a fighter -cleric. The power of the augments would depend on how much that sword (and other items) and external factors (food, potions, temporary effects from players and places...) buffed you. Then you could unequip that sword and equip whatever else you want but the augments would stay activated with the set power level. Maybe the increased augment power would allow equipping an even higher tier weapon which could be used to increase the augment powers even more. As Dygz mentioned, that's not quite what I was saying haha, you are kind of describing snapshotting which would be a loophole to the proposed system and should not be allowed. I also think that it should not be a reciprocal relationship. Stats (from gear) should allow you to use augments, your augments should not restrict what gear you wear. But the scaling you describe is neat and what Dygz is also saying: that the appropriate stats for your secondary may scale your secondary's augments and make it more powerful, I like it, just think it could go a bit further :P.
Strevi wrote: » It is do weird when ppl bump threads and I read and ask myself what the heck I was posting here