Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
I JUST HAD THE FUNNEST SUMMON TYPE IDEA FOR BARD PRIMARY SUMMONER SECONDARIES....
Rookk
Member, Alpha Two
ONE SINGULAR WORD SAYS IT ALL BUT I WANNA GO INTO EXCRUCIATING DETAIL ON THIS AND SAY THAT I WANT TO BE ABLE TO PULL OUT A PAN FLUTE AND HAVE A RAT ARMY RUN THROWING OUT *ALL* THE DEBUFFS AND ALSO DOING DOT DMG AS RAT SWARMS................
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Comments
seeing this reminds me of the story of the pied piper im not sure if its possible but i hope bards can use flutes as a weapon thinking about it now
Orrrrrr, a funky beat that makes all the bad guys dance with you. I loved that game
i know XD i just love the idea
At the very least, that would create big problems for party setups and looking for new members. If there's 8 completely different rangers in the game, how would a party find the ranger they want?
I expect ranger/summoner to have changes to his self buffs that would also influence his battle pet and temporary summons, and his battle abilities to maybe have additional instances of arrows or they'd create a copy of the ranger that does the same ability on a delay, or maybe even a small summon appears near the hit target to make a secondary strike that has its own effect (though I doubt this one).
In other words, this shit
Classes with a Summoner secondary may grant augmented skills that summon weapons. These summoned weapons are not able to be equipped.[36]
There are summoned weapons that appear as a spell VFX to damage opponents for a period of time.[38]
https://ashesofcreation.wiki/Augments#Summoner_augments
Are you saying that a ranger/ might always have summons and battle pets and that /summoner would augment them, or that ranger/ would have summons that don't exist unless you take /summoner? If /summoner turns a non-pet ability into a pet ability, isn't that a pretty significant shift in function? Obviously "deal damage" probably will still be "deal damage" but now it could be tied to a targetable ally that now you need to monitor in some way. Yes the summoner augments MAY grant augments that summon weapons, but surely not all /summoner augments will function identically.
What do you mean by that? As in, my previously "just damage" ability now has an additional buff effect for my pet? I don't think that'll happen, but, even if it does, I don't really see how the core gameplay would change, because you'd still be using the ability for dmg.
We'll have schools of augments. Currently we don't have info on how many or how varied they'll be, but I'd assume we won't have 32 completely different schools (4 on each archetype) and instead will have overlapping ones, with probably 1-2 unique ones. So the summoner's school would be that "you get a temporary summoned weapon" and the other could be that "your buffs/effects influence your pets/summons".
IMO that seems like something that they could scrap, as it seem to me like a player who wants to use pets would play S/x or x/S,. Players not interested in pets won't do either and won't tame one either.
I suppose my concept of the skills would be that each primary class would have 30-40, and if there were 2 augments for each, that would expand to 60-80 skills with mechanical variation. Perhaps that's a lot to expect from 8 classes. In that light, it certainly would make sense that the secondary augments have common effects regardless of which class... eg "Sword Slash" from a fighter with mage(fire) augment makes it deal all or part fire damage, which will make the same changes to "Fire an Arrow" from a ranger with mage(fire) augment.
Previously I thought that augments like that would be boring and that's why I assumed it needed to be more mechanically interesting, but the resistances/weaknesses could make these interesting choices depending on what types of mobs you expect to fight.
We'll also have other types of augments (religious, racial, etc), so if augments really did change a skill to be smth almost completely different - we'd have hundreds of skills on just one class, which would be an absolute nightmare to balance.
I'd prefer a less complex system, but with more chances that it won't be a whole damn unbalanced mess, cause it'll already be very difficult to pull that off. And yeah, element/resist system can be quite deep and fun, even if it's somewhat simple on the surface.