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AOC is going to follow this sad stereotype of MMORPGs with the mage/wizard class?

AduzarAduzar Member
edited August 27 in General Discussion
Hello, there you go, I am greatly following this game since its release and I have a great expectation towards the one most certainly the greatest hope for the return of the real MMORPG, but one point disappoints me enormously, it’s the stereotype of the wizard/mage class with elemental spells stuck to sadly referenced roles...

There you go, I would really like to be able to play an ice mage in the MMORPGs, but unfortunately, most of the MMORPGs have this sad defect of setting roles specific to elementary spells, such as, fire = dps and ice = tanking, and I am really tired of this stereotype of the MMORPGs, so for once, I would really like to have a real ice class, without having to put by obligation, x number of spells of all kinds and that has nothing to do with ice!

I would really like to be able to make an ice mage who will also have the right to hit as hard as the fire mage, without the ice being systematically punished for being tanking,

so can AOC be this game that breaks out of this sad stereotype for the wizard class?

Comments

  • daveywaveydaveywavey Member, Alpha Two
  • And here i am hoping that maybe there will be a chance of water spells being a thing...Thats my element 😭, from childhood times nostalgy (w.i.t.c.h. comics series) to playing gw2 elementalist.
  • AduzarAduzar Member
    hoping that the devs take note of the wait here :)
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Aduzar wrote: »
    Hello, there you go, I am greatly following this game since its release and I have a great expectation towards the one most certainly the greatest hope for the return of the real MMORPG, but one point disappoints me enormously, it’s the stereotype of the wizard/mage class with elemental spells stuck to sadly referenced roles...

    There you go, I would really like to be able to play an ice mage in the MMORPGs, but unfortunately, most of the MMORPGs have this sad defect of setting roles specific to elementary spells, such as, fire = dps and ice = tanking, and I am really tired of this stereotype of the MMORPGs, so for once, I would really like to have a real ice class, without having to put by obligation, x number of spells of all kinds and that has nothing to do with ice!

    I would really like to be able to make an ice mage who will also have the right to hit as hard as the fire mage, without the ice being systematically punished for being tanking,

    so can AOC be this game that breaks out of this sad stereotype for the wizard class?

    So, I'm a little confused here.

    Are you asking for all builds of a given class to be essentially the same? Or are you asking for something else.

    Because it seems to me like you are asking for all builds to be essentially the same, rendering player choice a matter of aesthetics.
  • AduzarAduzar Member
    hoping that the devs take note I may have expressed the thing wrong here, but the request here is that I would like to be able to play a wizard who can choose to create a thematic build, my desire is to be able to create an ice wizard build that does damage, after it would always be possible to imagine another theme always close to the ice like mistral wind or even frost, this kind of thing, but not having to be obliged to choose fire spells because fire is always = in DD/DPS and the meta gameplay requires having to play spells of various magics in the form of a Swiss-knife wizard...of the wait here :)
  • AszkalonAszkalon Member, Alpha Two
    Aduzar wrote: »
    hoping that the devs take note of the wait here :)

    You should probably bring this up from time to time -> but even then you will be able to customise your Mage later towards Release when You will be able to combine this Archetype with a "Second Class Archetype". It will be definitely being able to be greatly different than the Mage One can unlock until LvL 25.
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  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    Aduzar wrote: »
    hoping that the devs take note I may have expressed the thing wrong here, but the request here is that I would like to be able to play a wizard who can choose to create a thematic build, my desire is to be able to create an ice wizard build that does damage, after it would always be possible to imagine another theme always close to the ice like mistral wind or even frost, this kind of thing, but not having to be obliged to choose fire spells because fire is always = in DD/DPS and the meta gameplay requires having to play spells of various magics in the form of a Swiss-knife wizard...of the wait here :)

    Right, so if an ice mage can deal top damage, and a fire mage can deal top damage (you can't feasibly be asking for this to not be the case), then the effect of what you are asking for - even if not what you had in mind - is for all builds to be the same.

    My personal hipe is that Intrepidnliterally don't do this, and keep it so that your choice of build actually matters. Talents (or similar point systems with a different name) should be purely about function, not aesthetics.

    Along those lines, I also hope Intrepid follows Path of Exile in regards to cosmetics, and offers cosmetic options in the shop for various spells. That is where aesthetics should come from, not talents.
  • AduzarAduzar Member
    Noaani wrote: »
    Aduzar wrote: »
    hoping that the devs take note I may have expressed the thing wrong here, but the request here is that I would like to be able to play a wizard who can choose to create a thematic build, my desire is to be able to create an ice wizard build that does damage, after it would always be possible to imagine another theme always close to the ice like mistral wind or even frost, this kind of thing, but not having to be obliged to choose fire spells because fire is always = in DD/DPS and the meta gameplay requires having to play spells of various magics in the form of a Swiss-knife wizard...of the wait here :)

    Right, so if an ice mage can deal top damage, and a fire mage can deal top damage (you can't feasibly be asking for this to not be the case), then the effect of what you are asking for - even if not what you had in mind - is for all builds to be the same.

    My personal hipe is that Intrepidnliterally don't do this, and keep it so that your choice of build actually matters. Talents (or similar point systems with a different name) should be purely about function, not aesthetics.

    Along those lines, I also hope Intrepid follows Path of Exile in regards to cosmetics, and offers cosmetic options in the shop for various spells. That is where aesthetics should come from, not talents.

    No, I’m not only looking for aesthetics here, of course, it will be cool to have aesthetic elements on this theme, but here, it’s indeed the wish of the choice of gameplay, being able to choose the elementary spell that we like and assign it to the role that we want Because frankly, fed up with the mages which are all designed in the same way in most MMORPG, finally which always comes down to fire = damage and ice = tank !
  • LaetitianLaetitian Member
    edited August 29
    Noaani wrote:
    Right, so if an ice mage can deal top damage, and a fire mage can deal top damage (you can't feasibly be asking for this to not be the case)
    I'm fully in agreement with your general criticism that the OP needs to flesh out what they want, because right now it's just "no tanking, I want a viable build path" without any suggestions of what a non-boring viable build path should look like, and how it should fit together with other build paths (like fire.)

    But I disagree with your assertion that it would be inherently unreasonable to ask for fire's identity not to be able to contest "top damage."
    I personally always like the distinction between burst damage and DPS. Either is critical, and can be defining to the outcome of a battle. DPS could be the player that has the highest damage at the end of the battle, but the boss fight could summon 30 cc-resistant adds, and if you only have DPS and no one to take the adds down immediately, they'll wipe the party within seconds.

    And I think most games don't commit to those distinctions enough. I think if ice has DPS, and fire has burst, then that difference should be so massive that it's a black-and-white case of: Burst wins against DPS if the encounter is over after 20 seconds, every time. But if the encounter lasts longer than 40 seconds, DPS wins every time, without exception, unless there's a massive equipment and skill difference.
    And most games don't deliver on those guarantees enough to make the specialisation reliably meaningful, and then people don't play the classes for their unique identities to prepare the party for different circumstances, and instead just play whatever class has the best numbers on average in total.

    My point being: Fire could be highly viable and desired, without being close to contesting for "top damage" in many different situations - for reasons and far more fundamental than resistances or debuffs or whatever.

    OP's language barrier is also an issue here. No offence, Aduzar, but I can hardly follow your points. You should make your points in short, clear sentences, and express fully-baked ideas, instead of general vibes, so that people can get the gist of what you're saying, even when some of the translated sentence structure and word choices are difficult to understand.
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  • VolgarisVolgaris Member, Alpha Two
    I could use more choice in the Mage tree overall, probably other trees too.

    Not sure if i'd want a tree that splits something like Fire, Ice, Earth, Wind, Water... unless you get five mages together to summon captain vera
    .
  • ApokApok Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited August 29
    I think OP is right, even if he hasn't played the game.

    Think the biggest issue is the lack of skills and the ones that are being used are all just different elements being spammed in rotation. Look at FFXI and FFXIV; they are polar opposites of each other, where in FFXI the black mage had all it's elements with tiers to them, elemental dots and black magic, they also took care to make sure debuffs used elements too so the jobs have variety. For example, black mage was dark based sleep where the bard was light based sleep. black mage was the best for aoe sleeps but the bard could do it without mana costs and effected the dark based creatures who were naturally resistant to sleep.

    When it comes to FFXIV they stripped everything down to make it a streamlined experience where you just go through rotations, it's very mundane they made this combo of going back and forth between fire and ice so they just removed elemental resistances and made all damage the same. FFXIV when computing damage doesn't know what a melee attack is vs a fireball. The game as a whole has a very lazy design behind it.

    I don't mind the combo/rotation system if the mages kit had a wider variety of skills and you kind of need to spec into 1 main element and 1 sub with use of your skill points. Have the rotations work off melee player effects instead of going through a process to set yourself up. cold skills should combo into a freeze effect which enhances melee for group synergy not your electric based attacks and the same for effects caused by melee like bleeding/wounded to effect mage skills.

    The idea of shattering someone or something seems like it should be for someone whose spec'd out for ice skills with some lightning on the side, not just part of base rotation everyone else is using. the idea of having to wait for a 2nd archetype to tell people apart feels a bit lackluster
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