Hinotori wrote: » These seems like a continuation of people wanting truly unique classes rather than the flavours we're getting. But I'm curious why you want to change the weapon and armor mechanics to narrow down which subclass can use what. You could change the class system without touching those, so why do you see a need to change those areas to fit this new system?
Leonerdo wrote: » I honestly wouldn't mind this idea. It does seem way easier to develop, and let's them make stuff outside the box (the "box" being the 8x8 class grid in this case). But Intrepid is already pretty determined to have open-ended choices for builds. So they're not gonna take any secondary classes or armor/weapon choices off the table, unless they prove to be demonstrably terrible choices. At best, you could hope that they add some new classes at some point (not tied to the original 8, and not beholden to having the same 8 secondary classes).
Ludullu_(NiKr) wrote: » Damn, maybe we do need a dislike button after all... I do not want Intrepid to change the game 7 years into the development.
AirborneBerserker wrote: » wanting a system that offers 8 flavors of 8 classes that will basically be impossible to add to, so there will be no new classes, or sub classes in the future is possibly the worst idea I could think of.
Chicago wrote: » I would like to see more than one tank/healer arch type, and probably a couple more dps type rolls, and definitley some hybrids, honestly it all comes down to how they balance secondaries, if it creates a new class then yeah we probably don't need any more classes, but i don't think anyone expects it to be anything more than flavor which in that case i would rather them have used the time and resources in developing 5-6 more actual base classes than flavor to main class. the problem is we don't really have much variety, and i even with the progression skill tree's and weapon tree's nothing in them is enough to make your class unique, from what I have seen
Lodrig wrote: » OP suggestions is ultimately too radical of a break from the games current development path to have any real chance of being adopted. BUT it dose come from a valid concern that the current path will leave functionally only 8 classes with merely cosmetic/flavor alterations coming from the secondary and thus not rise to the level of a true 'class' which I define as having a distinct playstyle. Part of the problem is that the idea of skill augmentation being a choice between minimum of 4 options even after secondary archetype selection leads to an lack of focus. If an augment were a meaningful playstyle alteration then this would mean not 64 total options, but 256. Far to many to be credibly distinguished by playstyle. It would help tremendously if IS could simply write a simple description of each of of the 64 classes and how it's basic kit works, what it brings to a fight etc. For example "Necromancers summon undead themed minions which are unique for their immunity to most mind effecting debuffs, stuns, taunts and other traditional crowd control effects, the Necromancer also brings powerful targeted and AoE lifedrain effects which sustain himself, his summons and team mates." With a coherent gameplay and teamwork pertinent description of each class it is then possible to design the final implementation. If that comes in the form of 4 augment options for every base archetype skill so be it, but I think other options are viable. For example a single tree of augmentation could exist for each class where points are spent just like in the base tree and which have altering effects on base archetype skills and even options of what alterations to get, but without the need to explicitly make 4 options for every skill. It would also leave the option of new class specific skills being introduced if that's deemed necessary. Lastly it offers a the player more continuity in how they have been developing their character up to this point. We have seen that the player will be juggling separate trees for base archetype and each weapon so another tab with another tree for the secondary which functions the same is less of a transition then going into augments
AirborneBerserker wrote: » 2.) Remove the double up sub-classes (Ranger/Ranger, Fighter/Fighter). While an interesting idea it only serves to make people feel like stuff was withheld from them when they selected their class, and inflate an already huge number of sub-classes.
AirborneBerserker wrote: » 3.) Remove any subclass that would be a nightmare to balance or would be redundant either by base classes or other sub classes.
AirborneBerserker wrote: » 4.) Add more base classes. You have no Gish class (hybrid caster and melee), No Dark/Evil caster, No Holy Warrior, No Druid/Nature caster, no Monk/Brawler class.
AirborneBerserker wrote: » 5.) Armor/Weapon restrictions determined by base class and sometimes modified by the secondary class either unlocking or locking out different armor/weapon types.(I'll give an example at the end)
AirborneBerserker wrote: » 6.) Either reduce the level at which you get your secondary class or you should get 1 major passive change/active ability to you class when you make the choice at 25.(I'll give an example at the end)
Me on Reddit wrote: "Chilling Mend" (Ice) - still restores health, but also reduces burn/fire stacks on the target, also creates a small burst that deals cold damage around the target and appies a stack of chilled. "Firey Mend" (Fire) - still heals, also reduces stacks of cold effects on the target and creates a small aura of AoE fire damage (like 2seconds) "Crackling Mend" (Thunder) - still heals and reduces static charges or reduces effect time of something like stagger or stun. Also explodes for a small amount of lightning damage - if a stack is removed this way, damage of the explosion is increased; if a hard cc is broken by the Mend the damge increase is even higher. Or it could add additional lightning damage to the targets next 3-5 weapon attacks. "Distorting Mending" (Void) - heals and creates a small spacial shock around the target. Nearby enemies of the target become rooted if they were staggered, they become stunned if they were rooted (for the remainder of the root time) and if they had no debuffs on them their movement speed is decreased by 20-35% for 1-2s.
Kilion wrote: » I read through the other comments, it seems that there is serious doubt in the impactfulness of augements in general. And I understand that we do not know for sure but here is my take on:
AirborneBerserker wrote: » Fixing the Class system
Aszkalon wrote: » AirborneBerserker wrote: » Fixing the Class system The Title itself SC~REEEEEEEEEEEAAAAAAAAAAAAMS with Confidence and Conviction that You can probably do a better Job for the Class System than the Company who worked on for noticeably longer than half a Decade, Berserker.
iccer wrote: » Kilion wrote: » I read through the other comments, it seems that there is serious doubt in the impactfulness of augements in general. And I understand that we do not know for sure but here is my take on: And the thing is, this is only the case because we haven't seen anything yet, or really heard much about it.
-Secondary archetype augments allow different aesthetics to apply to primary abilities that reflect the secondary archetype selection. -Some spell colors and general FX change based on augments. -Active skills could look totally different after an augment gets applied. -"Say for instance, I am a Ranger that has a Charge bolt ability as my primary active skill and I've chosen Mage as my secondary and applied the elemental to it. I now have a Frost charge bolt, and if I fire that frostbolt and hit a target, they may be freezing for a period of time as a debuff and that might slow their speed." -"You can take that teleport augment, apply it to your charge skill: now instead of charging x distance over time you're going to immediately teleport to the target dealing x damage and a condition modifier. If you were to apply the elemental school to your class ability you would then instead you would charge x distance; upon reaching target you would set the target ablaze if it's fire or you would electrocute them and deal with damage over time"