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Making the choice of a secondary archetype more interesting

So as we get to see more of the archetypes in the game with their class mechanics, I started to think about how you can make the class system more interesting. Now don't get me wrong, it's already pretty interesting as it is, but I think it would be cool if we got more than just augmented abilities. I ended up coming up with the following:

When players select their secondary archetype, they also adopt the secondary archetype's archetype mechanic when selected. So an example of this would be if a Fighter picked a Mage as their secondary class to become a Spellsword, they would get the Elemental Empowerment passive, which allows them to apply their previous spell's element to their basic attacks (With the help of augmented abilities, Spellswords won't have that many issues with uptime on these buffs).

Another example is if a Mage chooses Cleric as their secondary archetype to become an Acolyte, they get access to Divine Power, but they generate Divine Power differently to how a Cleric would (e.g. Healing + applying elemental status effects generates Divine Power). Divine Power on the Acolyte works similarly to how it works on the Cleric, which means that Acolytes gain increased healing with their spells based on how much Divine Power they have, and have the ability to turn a number of abilities with cast times into instant casts, so long as they have the resource for it. (This would mean that any classes that have a Cleric secondary will need an extra button for Divine Infusion, and Divine Infusion would have to work on all of their spells with cast times and not just healing spells)

If people want to double dip in their own archetype, then their main archetype mechanic and/or resource gets buffed. An example of this is if someone decides to play as a weapon master, their maximum Momentum gets increased from 100 to 200, and more abilities can be augmented to interact with Momentum (Whirlwind can have an augment that allows it to have a 2nd cast that spends momentum to increase the speed of it's spins based on how much was spent on the cast).

Another example of the archetype mechanic being buffed is if someone decides to play as a Hawkeye, the cooldowns of hunts and marks are decreased, and can have 2 marks and 2 hunts active at the same time with the first mark or hunt applied having their effect reduced by a certain amount (If need be. Depends on how broken that might be).

There are some which I have trouble figuring out how they will work (Any non-ranger primary archetype with a ranger secondary), and we haven't seen all the archetypes and their mechanics yet, so pulling something like this off would be kind of difficult to do, but something like this has the potential of increasing the skill ceiling of playing certain archetypes.

What do you guys think?

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    dkslater_ wrote: »
    So as we get to see more of the archetypes in the game with their class mechanics, I started to think about how you can make the class system more interesting. Now don't get me wrong, it's already pretty interesting as it is, but I think it would be cool if we got more than just augmented abilities. I ended up coming up with the following:

    When players select their secondary archetype, they also adopt the secondary archetype's archetype mechanic when selected. So an example of this would be if a Fighter picked a Mage as their secondary class to become a Spellsword, they would get the Elemental Empowerment passive, which allows them to apply their previous spell's element to their basic attacks (With the help of augmented abilities, Spellswords won't have that many issues with uptime on these buffs).

    Another example is if a Mage chooses Cleric as their secondary archetype to become an Acolyte, they get access to Divine Power, but they generate Divine Power differently to how a Cleric would (e.g. Healing + applying elemental status effects generates Divine Power). Divine Power on the Acolyte works similarly to how it works on the Cleric, which means that Acolytes gain increased healing with their spells based on how much Divine Power they have, and have the ability to turn a number of abilities with cast times into instant casts, so long as they have the resource for it. (This would mean that any classes that have a Cleric secondary will need an extra button for Divine Infusion, and Divine Infusion would have to work on all of their spells with cast times and not just healing spells)

    If people want to double dip in their own archetype, then their main archetype mechanic and/or resource gets buffed. An example of this is if someone decides to play as a weapon master, their maximum Momentum gets increased from 100 to 200, and more abilities can be augmented to interact with Momentum (Whirlwind can have an augment that allows it to have a 2nd cast that spends momentum to increase the speed of it's spins based on how much was spent on the cast).

    Another example of the archetype mechanic being buffed is if someone decides to play as a Hawkeye, the cooldowns of hunts and marks are decreased, and can have 2 marks and 2 hunts active at the same time with the first mark or hunt applied having their effect reduced by a certain amount (If need be. Depends on how broken that might be).

    There are some which I have trouble figuring out how they will work (Any non-ranger primary archetype with a ranger secondary), and we haven't seen all the archetypes and their mechanics yet, so pulling something like this off would be kind of difficult to do, but something like this has the potential of increasing the skill ceiling of playing certain archetypes.

    What do you guys think?

    but if they adopt the 2nd archetype mechanic, will they lose their own?
    or will you have both together?
    also the 2nd one might not even be useful...for example what is a cleric going to do with momentum? i guess that would require some more work to figure out :P
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    CROW3CROW3 Member
    This is one of those areas I’m not as confident that Intrepid will nail without a significant overhaul to their current augment concept.

    I think folks want as close to 64 flavors as possible, as opposed to 8 flavors with 8 types of toppings. A shadow priest and a disc priest are played as if they are entirely different classes.
    AoC+Dwarf+750v3.png
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    Depraved wrote: »
    but if they adopt the 2nd archetype mechanic, will they lose their own?
    or will you have both together?

    No, they don't lose their own archetype mechanic, they would have both together. So a Templar (Fighter+Cleric) would have both a Divine Power bar as well as a Momentum Bar. Same with a Highsword (Cleric+Fighter).
    Depraved wrote: »
    also the 2nd one might not even be useful...for example what is a cleric going to do with momentum? i guess that would require some more work to figure out :P

    From what I understand, a Templar would be a Cleric with more melee capabilities, and the augmented abilities from being a Templar would make a number of spells more suitable for melee situations. They could make some augmented spells work with Momentum as well? An augmented version of Consecrating Wave could, for example, apply wound stacks based on how much momentum is spent when it's used. A number of augmented abilities can act as generators and spenders of momentum, but not be locked out of being used if the Templar doesn't have any momentum. You could make some abilities require momentum, and make them really good since they have that momentum requirement, but I'm not sure if that would feel good to play with.
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    CROW3 wrote: »
    This is one of those areas I’m not as confident that Intrepid will nail without a significant overhaul to their current augment concept.

    I think folks want as close to 64 flavors as possible, as opposed to 8 flavors with 8 types of toppings. A shadow priest and a disc priest are played as if they are entirely different classes.

    How different is a Shadow priest to a disc priest? I'm assuming that's from WoW, which I've never played
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    CROW3CROW3 Member
    dkslater_ wrote: »
    CROW3 wrote: »
    This is one of those areas I’m not as confident that Intrepid will nail without a significant overhaul to their current augment concept.

    I think folks want as close to 64 flavors as possible, as opposed to 8 flavors with 8 types of toppings. A shadow priest and a disc priest are played as if they are entirely different classes.

    How different is a Shadow priest to a disc priest? I'm assuming that's from WoW, which I've never played

    Sorry, bad assumption. A shadow priest plays as an offensive caster using dots, casted builders, and channeled spells to grow an offensive resource, then heavier hitting spells to use that resource for dealing out damage.

    Disc is a mitigation healer, that blends shields and casted spells for heals - they also have a fair offensive kit that makes them an interesting hybrid for pvp.

    Both are priests, but they feel like two separate classes.

    AoC+Dwarf+750v3.png
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