Morgalf wrote: » I know this has been discussed before, but we have some new info. Steven's answer to the secondary archetypes gave us a better idea of where they may go with secondary archetypes. I was curious what people thought about his answer and what they want to see. He responded there are various ideas in the table. Secondary archetypes may effect damage values, cooldowns, mana cost, range of abilities, ect. Furthermore, they may effect the visual graphics of spells. In my opinion, you can't go wrong with changing visual effects. This would only increase the unique customization of the character. However, damage values, cooldowns, and otherwise makes me fear the inevitability of a meta class. I would hate to see every single PvP player running tank or cleric secondary because of their common PvP benefits. That limits builds and "forces" us to commit to a build we don't enjoy to be the most effective.
ThevoicestHeVoIcEs wrote: » Visuals for me are just fluff, pretty and all, but don't add much to the game mechanically or introduce new playstyles.
ThevoicestHeVoIcEs wrote: » In a perfect world we would get 64 classes with fairly unique playstyles and their own skill trees, even if some obvious overlaps in class roles would happen, but we don't live in a perfect world. The devs are limited by time, money and their own ability to come up with a creative and balanced class system.
Hutchy1989 wrote: » Theres always going to be a meta. Having less options is certainly not going to fix that.
nanfoodle wrote: » This is a paper rock scissor combat system. If you are metta at something. It means your a really top end rock let's say. Meaning your counter is out there and you will be spanked. Look out for that paper, your end is near.
Dygz wrote: » That would not be a perfect world. 64 true Classes (the D&D definition) would be too difficult for the devs to balance - even in the best world.
Morgalf wrote: » He responded there are various ideas in the table. Secondary archetypes may effect damage values, cooldowns, mana cost, range of abilities, ect.Furthermore, they may effect the visual graphics of spells.
ThevoicestHeVoIcEs wrote: » Nevermind the balance, from what was said in the past the intention is to balance classes on group level. When it comes to number of classes, Dark Age of Camelot came close, 45?
Aszkalon wrote: » I really do plan to play one of my Characters - probably my Main - as a Necromancer. Yes Please. Give me the greenish, or purple'ish, or ghostly blue'ish glowy Magic which a Necromancer should be able to have. Yes. Please give me my Boney Servants, or Zombies - or whatever else is on the Table as a Summoner, which is different from a probably more Nature/Life-Loving Summoner.
Taleof2Cities wrote: » nanfoodle wrote: » This is a paper rock scissor combat system. If you are metta at something. It means your a really top end rock let's say. Meaning your counter is out there and you will be spanked. Look out for that paper, your end is near. There are many sure things about Ashes of Creation that we can take Steven's word on, nanfoodle. Unfortunately, combat balance is one of the few topics we'll have to take a wait and see approach. Remember the Combat Team is tasked with balancing a game with 8 archetypes, 8 secondaries, weapon skills, gear, religious affiliations, and so on ... and across many different content types (sieges, instanced raids, ocean combat, caravans, overland PvPvE, etc.) I support the rock, paper, scissors combat design in Ashes. It's one of the reasons I'm here. But, it's not as easy as a simple re-quote from the devs.
Lodrig wrote: » I think the class fantasy concept development is even more likely to be useful to them now.