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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Racial augments/perks and classes
Phoenix77
Member
Hello guys, would you prefer races to have augments/ perks or just be a cosmetic thing and why? Also how do you feel about certain archetypes/classes being locked with certain races? I’ve made a different post with similar title explaining my view in detail but I just want to hear what’s the general opinion.
0
Comments
I think determining attribute bonuses/penalties for given races is fine and reasonable, but don't lock any features behind it. If you want to be an Empyrian Tank you should probably get less toughness than a dwarf, but you shouldn't be locked into anything.
Players who like the lore or aesthetics of a particular race might feel disincentivized to pick them if a different race is better in the meta, or has a unique ability they want.
I similarly dislike the idea of race-locked archetypes, as this would be a fairly arbitrary restriction on player freedom.
I do not want all Rangers to be Empyrean, all tanks to be Dunir, etc, because that's where the stats or buffs are. While my own propensities likely align reasonably well with my preference of races, anything that effectively race-locks a class, whether by hard effect, or even simply by 'meta', will make the game fundamentally worse.
If you want to create actual in-game (possibly even "justified") racism, and all of the nasty behavior that comes with it, this is the way to do it. People do not like it when you treat them as inferior because of their race. People are killed for this in real life. Do not create systems that result in this in games.
It makes no sense to frame these races as unique cultures when there's zero translation of that to the player character.
Then you get into balancing, tho - what if one of those effects is overall more powerful than the other due to how the game's designed? What if there's almost no sources of Frost damage, but lots of Fire damage?
FFXI has differences between base stats (nothing too drastic, as I recall) for each race but nothing more complex than that.
On the other hand, I STRONGLY disagree with the idea of restricting classes based on race. Do not EVER do this, it needlessly limits character expression and player enjoyment. The only possible exception I can think of is like, a Vampire class or a Lycanthrope class or something, wherein you are a vamped or Werebeasted version of a given race.
I was hoping the Niküa, with their tropical island motif, and sense of freedom and courage, would have a "dance" perk that gives one meter to the distance or diameter of spells, both direct and area of effect. A minor perk, but useful.
https://www.ashesofcreation.wiki/Backgrounds
I do like the idea of some racial buffs/perks and we kinda have them indirectly still in the game
The dominant race of a node determines its archetiecture AND can determine the availability of mayor selected buffs which apply to all citizens, that's an indirect racial buff that dosn't get stricktly limited to only members of the race.
I would also like to see what I call 'Biome attunement'. Basically each biome has a debuff that you suffer upon entering but which naturally goes away after say 8 hours of entering it or upon gaining citizenship to a node of said Biome. This helps give a home turff advantage to the locals. In addition to what ever biome you attune too all members of a Race are automatically and permanently attuned to their home biomes which encourages them to live their.
So glad they chose to do this.
I hope they keep the augments but make them mostly minor/flavor.
Remember augments apply to primary skills, they don't add new skills. I'm less worried about the met of dwarven tanks (because that makes sense in this kind of world) I'm more worried about the meta of dwarven mages because an augments offsets a weakness.
In 5th edition D&D one of the dwarven subraces got proficiency with armour regardless of class. This allowed them to be armoured mages since proficiency was all that was required to cast arcane spells in armour.