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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.
Viability of all weapons for all Classes
Vyril
Member, Alpha Two
I know the team is working hard on making weapon trees able to give options to all classes even though they may not make sense.
I just want to reiterate that I feel if this system if done right will be a huge highlight of Ashes.
I would also assume I'm not the only one that feels this way.
What are people's feelings towards using multiple weapons for classes to change up builds and metas.
I just want to reiterate that I feel if this system if done right will be a huge highlight of Ashes.
I would also assume I'm not the only one that feels this way.
What are people's feelings towards using multiple weapons for classes to change up builds and metas.
1
Comments
I know it's a meme, but still there should be SOME type of game play here for the future class system.
Tank / Mage - Spellshield
Mage / Tank - Spellstone
I think what they should do is create 1 skill tree per archetype on each weapon (so each weapon will have 8 skill trees) and you can only interact with the one for your archetype. that way they can make all weapons useful for all archetypes (and future archetypes added) and rebalance without fking up someone simply because someone else was op.
The way i see it - they are making it right, because for example if you are Fighter, you have bleeds and skills that are connected to bleed effects. So you may want to use some sword or some other weapon with slash,/cut/pierce so you have synergy.
So now you will ask "then why would a fighter use a wand?". And this is pretty simple answer.
For example you choose second class to be mage, so now you are SPELLSWORD. And with the augments you may convert the bleed dmg on your skills to BURN. So now you can use wand to synergize with the burn dmg.
I love the interplay between weapon trees and class skill trees. Both can be relatively simple, but in combination create A LOT of different builds for each class, and team combos.
I also like the idea of the class abilities being more cooldown/situation based and the weapons swings/combos being the bread and butter of the damage. Great for mana management. Might be a bit hard on the balancing side, but it will be so much fun testing these systems out. Also means that support classes like clerics wont just be useless healbots, because their weapon swings will still be doing a fair amount of damage relative to other classes.
This is the hope. So far what I'm concerned about is the following.
Wand seems to be heavily designed on elemental damage / procs which is fine, but as stated by others. How does that play into let's say a Ranger? I would assume a wand is a ranged weapon, so a Ranger wouldn't even be able to use a wand since 95% of their abilities require a bow. If a wand is a main-hand weapon, and is not classified as ranged, what type of abilities does the Ranger have that are not bow related? Do we only get the basic-attack option with a main-hand weapon?
It currently feels like bow and wand are on this crazy island and is heavily restricted in usage and gameplay.
Where melee weapons could seemingly be designed and used by all classes at a reasonably easy capacity.
Let's now look at the Greatsword. It's obvious they are building the weapon tree around Fighter gameplay, but that makes it feel like it's locked into the fighter, nearly as much as the bow is locked into the Ranger, and the wand into the Mage. (apparently Bard, Cleric, and maybe Summoner)
It's a big ask to get these weapons to be compatible and viable to all classes, and that's why I want to bring it to attention the community and the devs that this to me is important for the flexibility of builds.