PenguinPaladin wrote: » My problem with augments only being introduced later, is that because of how nodes work, there is no low level zones. Its not segregated. Nodes grow because thats where the players are. People who have "learned" are right up against people who have "not learned" So no matter the learning curves intoduction point, or depth, or how steep it is. Withholding augments until later is just removing tools from those below the threshold. Its like there are 2 worlds, overlapped. 2 different sets of rules to live by.
Ludullu_(NiKr) wrote: » I'm not sure what context this is a bad thing in.
PenguinPaladin wrote: » Ludullu_(NiKr) wrote: » I'm not sure what context this is a bad thing in. I see the change in how the game feels as a negative. Its not "balancing" or "pvp" being unfair that is my concern. Its simply ashes aiming for a slower level progression, if your first 20 levels is a month of game time, and then completely changes, would i not feel like i was being held back for a month? Would making a new character not feel extreamly restricted until the secondary class is accessable? Just seems jarring.
PenguinPaladin wrote: » Just seems jarring.
Ludullu_(NiKr) wrote: » Also, even if augments do make huge changes, your argument doesn't work, because at some point in your character's progression you'd get to a point where new augments introduce big changes
PenguinPaladin wrote: » If there is no way to introduce augments smoothly, and you just have all of them dunped on you at level 25, then so he it. But talk about learning curve when at level 24 you had 8 classes to worry about, and at 25 you have 64 to try and figure out on the fly, mid open world pvp anywhere experience.
Ludullu_(NiKr) wrote: » https://ashesofcreation.wiki/AugmentsThe progression system for augments is very similar to the class progression system.[13] So, no, it won't be "all of them dumped on you". Also, it's not 64, it's 8, which is also only 7, because one of those simply continues you on the same path you've had for the past 25 lvls.
PenguinPaladin wrote: » If thats not jarring, idk what it is. And thats one guy. Im talking the whole world goes from a skill doing 1 thing, to having 32 or more different tag on effects.
Ludullu_(NiKr) wrote: » . - placing all that variability right at lvl1 would simply scare people away, because instead of being eased into it, they'd be bombarded with requirements of knowledge that they simply don't have.
PenguinPaladin wrote: » And call that fixed?
PenguinPaladin wrote: » With ashes being a slower progression, I would think spreading augments out, say gaining your second class at lvl 10, and picking one of its augments, picking a second augment at 15 , third at 20, and final at 25, with its slower leveling pace would be a better way to introduce the variations. And be less overwhelming. While also allowing players to focus in on what flavor they want their class to end up on sooner rather than later.
PenguinPaladin wrote: » At the moment it seems more like your first 25 levels are intended to be a tutorial, that heavily restricts your character to me.
Ludullu_(NiKr) wrote: » which problem is it?
PenguinPaladin wrote: » However, i do see the tutorial point of view a bit. I dont expect people to need a 40 hour tutorial, but after seeing some of the people in the forums, maybe its needed.