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.
Primary/Secondary Archetype Class Combinations
Bobby4stevens
Member, Alpha Two
Hi all, first time poster here - excited to get to speak with some of you! I've been diving into class combinations & am interested in hearing some of the smarter folks in the rooms thoughts on the following subject...
Question: How do you foresee (it's ok to theorycraft!) your favorite primary archetype being augmented by one of the secondary archetypes? Ie. What will a Rogue/Ranger (Predator's) abilities look like compared to let's say a Rogue/Summoner (Shadow Lord).
Just so we're all on the same page - I'm referencing the following Ashes Wiki info:
- A player can augment their primary skills with effects from their secondary archetype.
- Each skill in the primary tree will have several augment options from the secondary tree.
- Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.
If a Fighter were to choose Mage as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A blink augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.
Question: How do you foresee (it's ok to theorycraft!) your favorite primary archetype being augmented by one of the secondary archetypes? Ie. What will a Rogue/Ranger (Predator's) abilities look like compared to let's say a Rogue/Summoner (Shadow Lord).
Just so we're all on the same page - I'm referencing the following Ashes Wiki info:
- A player can augment their primary skills with effects from their secondary archetype.
- Each skill in the primary tree will have several augment options from the secondary tree.
- Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.
If a Fighter were to choose Mage as a secondary archetype, the fighter would become a Spellsword. This combination opens up augments that can be applied to skills in their primary skill tree. Fighters have a Rush skill that allows them to rush towards a target; and upon reaching the target, deal an amount damage with a chance to knock the target down. A blink augment could be applied to the rush skill, which would now teleport the player to the target; thus eliminating the charge time on the skill.
0
Comments
We're all guessing here, but from what I've grasped so far the secondary archetype will only change the flavor of your primary archetype, it won't add any new skills (even though I think it would be interesting for each class [primary + secondary combination] to have at least one signature skill each, 64 new skills in total, even if they're passive). Regardless, that doesn't mean the playstyle of two different classes that share the same primary archetype will be similar. I expect that when you finally choose your class at level 25 (or whatever level it is) you'll be presented with an interface in which you'll be able to noticeably customize each skill, in a tree or in different trees.
In other words, if you're a Predator (not a good class name choice, but ok) you'll be able to change the Rogue's Assassinate skill from a melee only skill to now a short ranged skill. If you're a Shadow Lord, instead you'll be able to add a DoT debuff to the Assassinate skill. It's still the same skill, but its augments can change your playstyle while still being a Rogue.
I created the post for individuals to somewhat theory-craft what augmentations they’d gain by choosing their preferred secondary archetype / class! But again, thank you for the comment
The augments (and resulting modified skills) should be distinct enough, in order for the 64 combinations to provide play-experiences that feel really like 64 "classes".
But then balancing 64 classes that each play differently will likely take a hell lot of work. Take Rogue/Ranger vs Rogue/Mage (instead of summoner, coz they haven't released a showcase yet). I'd imagine Ranger augments might give a rogue's skills extra range and mobility, while Mage augments could add elemental effects (chilled / shocked / burning dots etc.). As a result Rogue/Ranger would likely gain an advantage in PvP, while Rogue/Mage might gain an advantage in PvE (high dps due to shocked and burning effects).
Now suddenly you have essentially a PvP and a PvE spec for Rogues. Should this be considered balanced? If not should you "balance" them and eqaulize their capabilities somewhat? Would you start seeing players getting kited to death by the already high-dps & mobile Rogues who have now gained ranged attacks and even higher mobility? Would PvE groups start specifying they want Rogue/Mage over Rogue/Ranger due to their even higher dps being "meta"?
Now repeat the thought process for the remaining 62.
... So, if done right, the idea of 64 classes definitely feel exciting. But at this point, we just don't have enough details on how Intrepid will achieve it.
I personally look forward to the bladedancer as a walking source of damage and buffs for allies in the vicinity.
Examples:
- the Baldedancer using his charge ability leaves behind an area that boosts movement speed for allies moving in the same direction.
- landing a crit reduces nearby allies cooldowns and increases damage for a short time
- landing a killing strike triggers a small HoT (something like "Restores 5% of max health ovor 15 seconds") and increases defense for the duration of the HoT
- The "weapon slam" ability could trigger a mana regeneration buff for a short time
It would be great to be perceived as a boost to morale wherever you go on the battlefield by providing utility to allies but primarily dishing out dmg
You and me both 🥺😭 My gut reaction was to pull up the wiki for a link, but as I kept reading I saw I wouldn't need to.
Brings a tear to my eye, haha!
In case you missed it, be sure to check out the official forum threads where we're seeking feedback!
https://forums.ashesofcreation.com/discussion/55615/feedback-request-cyclops-combat-preview-shown-in-may-livestream#latest
https://forums.ashesofcreation.com/discussion/55671/dev-discussion-52-boss-mechanics#latest
We do monthly Q&A sessions before every livestream, so stay tuned for those and bring your best question with ya!
Also, we host a monthly community program on Discord called Office Hours where we discuss topics being reported on by the community team for the dev teams, so be sure to stay tuned for the announcement of the next one!
Love me a good theory crafting post ^_^
I look forward to playing Bladedancer most, I think! ^_^