dygz wrote: » In Ashes, advanced weapons can have up to 5 weapon abilities, so... I'm not sure what "common abilities" would entail - especially with the various types of augments added to the mix..
sarevok wrote: » I hope we will see a diverse skill plethora that takes quite a few things into consideration. Main class skill + subclass augment (one of four options) + Equipped Weapon-type augment + Weapon Enchant or special item effect. i.e. If your class is a Guardian (Tank/Tank) and you are using an one-handed Axe and shield, maybe one of your abilities is something similar to Sunder Armor which applies a debuff to the target's physical armor and generates a certain amount of threat but since it is an axe it also causes the target to bleed for x dmg over y seconds and your axe is enchanted with fire which has a z% to apply a burning DoT as well - VS - say a one-handed sword that hits an additional nearby target applying a slightly weaker armor debuff but helps with multiple target threat management while still applying the burning DoT to both targets it hits. I recently picked up Divinity Original Sin 2 and I know it's more of a solo RPG but the way some attacks in that game combo out could make for some truly interesting tactics used on the battlefield. This would make for some interesting group dynamics and strategies used when in combat. Group synergy would be a very interesting topic.
caelron wrote: » dygz wrote: » In Ashes, advanced weapons can have up to 5 weapon abilities, so... I'm not sure what "common abilities" would entail - especially with the various types of augments added to the mix.. I've heard you say this a few times... where does this come from? is this an APOC thing?
wanderingmist wrote: » sarevok wrote: » I hope we will see a diverse skill plethora that takes quite a few things into consideration. Main class skill + subclass augment (one of four options) + Equipped Weapon-type augment + Weapon Enchant or special item effect. i.e. If your class is a Guardian (Tank/Tank) and you are using an one-handed Axe and shield, maybe one of your abilities is something similar to Sunder Armor which applies a debuff to the target's physical armor and generates a certain amount of threat but since it is an axe it also causes the target to bleed for x dmg over y seconds and your axe is enchanted with fire which has a z% to apply a burning DoT as well - VS - say a one-handed sword that hits an additional nearby target applying a slightly weaker armor debuff but helps with multiple target threat management while still applying the burning DoT to both targets it hits. I recently picked up Divinity Original Sin 2 and I know it's more of a solo RPG but the way some attacks in that game combo out could make for some truly interesting tactics used on the battlefield. This would make for some interesting group dynamics and strategies used when in combat. Group synergy would be a very interesting topic. I fear you are thinking about this too much like WoW's combat system, which relies heavily on passive effects that you can't control. I personally hope we DON'T see too much of that in Ashes. And no, it's not just because you mentioned Sunder Armor.
sarevok wrote: » wanderingmist wrote: » sarevok wrote: » I hope we will see a diverse skill plethora that takes quite a few things into consideration. Main class skill + subclass augment (one of four options) + Equipped Weapon-type augment + Weapon Enchant or special item effect. i.e. If your class is a Guardian (Tank/Tank) and you are using an one-handed Axe and shield, maybe one of your abilities is something similar to Sunder Armor which applies a debuff to the target's physical armor and generates a certain amount of threat but since it is an axe it also causes the target to bleed for x dmg over y seconds and your axe is enchanted with fire which has a z% to apply a burning DoT as well - VS - say a one-handed sword that hits an additional nearby target applying a slightly weaker armor debuff but helps with multiple target threat management while still applying the burning DoT to both targets it hits. I recently picked up Divinity Original Sin 2 and I know it's more of a solo RPG but the way some attacks in that game combo out could make for some truly interesting tactics used on the battlefield. This would make for some interesting group dynamics and strategies used when in combat. Group synergy would be a very interesting topic. I fear you are thinking about this too much like WoW's combat system, which relies heavily on passive effects that you can't control. I personally hope we DON'T see too much of that in Ashes. And no, it's not just because you mentioned Sunder Armor. Would weapons be only an aesthetic then and leave the skills and their augments solely to the class combination?
consultant wrote: » No gear restrictions does seem problematic wish they went with some gear restrictions. For example mage wielding two handed sword seems odd to me. Could easily accomplish same thing using two handed staff. Not quiet sure what the benefit of no gear restrictions is or the philosophy behind. For example hunters usually use bows. Well they could use cross bows short bows spears, axes and throwing axes and maybe other miscillaneous weapons like scythes and darts.. Ranger with a spell book and wand does not make to much sense to me. But if you are going to allow it it should be viable (there should be a reason to do it) if not it is just an option but not a good one. Rather have classes that have a good choice of weapons that have their proper application per situation. So people will always have a top dps set up but in certain situations then this weapon is better. Other wise well peoplw will only have one choice. That is the top dps choice. While there will be an illusion of having the choice to equip anything they want. Most people will just go with top dps choice and since every one knows what it is for their class. Then people will expect you to have it and tell yout to do it regardless of the fact that you want to role play a priest with hammer. Some other weapon is just better. So you can have a hammer but people will not play with you if you do have the cookie cutter set. But lets say you paly a preist with a hammer and that gives yuo some advatage then people will understand why you are running that set up. Other option is to equalize impact of gear. So it really does not matter what you equip purley cosmetic.
noemad wrote: » Personally I don't like the whole every class can use every weapon thing. Especially the way they do it in ESO. I like there to be some differentiation. I like that people can look at my character and know his class by how he's fighting and what abilities he uses. It's part of the immersion for me. I picked my class for a reason so if a dragonknight using the greatsword has the exact same weapon abilities as a nightblade using the greatsword then what's the point of having different classes? That's why in ESO I stick to the class abilities most of the time. I usually have 3 or 4 of my abilities and my ultimate being class abilities with the other 1 or 2 being weapon abilities. It might be different if the weapons abilities were changed or modified by my characters class but for ESO that ain't so. Maybe Ashes will fix the things ESO got wrong.