Leiloni wrote: » You can do stuff like this by adding passives for gaining your secondary class. Make it so every secondary class gives armor/weapon passives that make sense and add armor to the game that has appropriate bonuses already (this is what other games do already, so you might have magic oriented chain or plate or leather in some games along with physical oriented chain/plate/leather, and that's a good thing).
noaani wrote: » Leiloni wrote: » You can do stuff like this by adding passives for gaining your secondary class. Make it so every secondary class gives armor/weapon passives that make sense and add armor to the game that has appropriate bonuses already (this is what other games do already, so you might have magic oriented chain or plate or leather in some games along with physical oriented chain/plate/leather, and that's a good thing). Here's the thing with Ashes... Most gear players will use will be player crafted. It may use items from dungeons or raids, but it may not - it will, however, almost all be player crafted. When crafting an item in Ashes, players will have a certain amount of agency over the stats the item has. You will be able to sacrifice an amount of one stat for an amount of a different stat - this applies to defense as well, sacrificing some physical protection for some magical protection. We don't know exactly to what extent this will happen, but due to the simple fact that players have at least some control over the stats on their gear, it means players won't be able to be pigeon holed due to the gear options available - which is where most games had this type of issue. Now, some abilities will require a specific item type be equipped, but because we will have access to more abilities than we are able to chose at any one time, it is reasonable to think a player could come up with a feasible build that has no restrictions on gear at all.
Leiloni wrote: » noaani wrote: » Leiloni wrote: » You can do stuff like this by adding passives for gaining your secondary class. Make it so every secondary class gives armor/weapon passives that make sense and add armor to the game that has appropriate bonuses already (this is what other games do already, so you might have magic oriented chain or plate or leather in some games along with physical oriented chain/plate/leather, and that's a good thing). Here's the thing with Ashes... Most gear players will use will be player crafted. It may use items from dungeons or raids, but it may not - it will, however, almost all be player crafted. When crafting an item in Ashes, players will have a certain amount of agency over the stats the item has. You will be able to sacrifice an amount of one stat for an amount of a different stat - this applies to defense as well, sacrificing some physical protection for some magical protection. We don't know exactly to what extent this will happen, but due to the simple fact that players have at least some control over the stats on their gear, it means players won't be able to be pigeon holed due to the gear options available - which is where most games had this type of issue. Now, some abilities will require a specific item type be equipped, but because we will have access to more abilities than we are able to chose at any one time, it is reasonable to think a player could come up with a feasible build that has no restrictions on gear at all. I read that on the Wiki and watched the video it came from and they didn't really explain what they meant by that. I mean what stats would people be able to change and how viable would that be? I was initially hopeful that would mean players can use the gear they want and actually be viable with it, but posters are making me think otherwise since everyone seems in agreement that you won't have a viable build and gear will essentially be cookie cutter. But something makes me think Intrepid does have plans for those 64 classes to be unique - otherwise why offer them? They'd just stick with the primary 8 like other games if they wanted bland vanilla class choices. But that's also why I put it out there that passives would help. For example picking up the secondary class could give you passives that make it so you get extra attack damage and resource regen, etc. from wearing the armor type or using the weapon type the secondary class uses. I dunno but either way if you're right in that the crafting system would do this that would be great. Unfortunately the resources I can find don't really go into depth on their intentions with the systems.
Leiloni wrote: » But that's also why I put it out there that passives would help. For example picking up the secondary class could give you passives that make it so you get extra attack damage and resource regen, etc. from wearing the armor type or using the weapon type the secondary class uses. I dunno but either way if you're right in that the crafting system would do this that would be great. Unfortunately the resources I can find don't really go into depth on their intentions with the systems.
Sarevok wrote: » I wonder if Intrepid could take what GW2 did but add on to that system. Main class + secondary class augment + equipped weapon augment. That's a big undertaking. That's like 64 * X * Y. X being the number of skills for that class combination and Y representing the number of weapon types available. I think there is only 23 weapon types listed so far on the wiki. I'd love it but I'm sure the devs would want to commit sudoku having to balance those abilities and design different animations for each of them.
Leiloni wrote: » I watched the Alpha 1 preview stream and overall I was excited at what I saw and I think it's looking great so far. I did have some questions about what you plan to do for gear and stats specifically. So far it looks pretty straightforward, where tanks where heavy armor and melee weapons/shield, dps wears medium armor and melee weapons or a bow, and healers/caster dps uses a staff and cloth armor. This is how ESO does it, despite having a ton of build options, realistically due to itemization you are limited to three options. That's very boring and very disappointing, because it means a lot of players can't play the type of class they enjoy. How do you plan to handle itemization here? Can I play a heavy armored healer with 1h/shield or 2h mace like a standard Cleric archetype - Aion's Cleric/Chanter or WoW's Holy Pally? Can someone build an effective medium armor tank? Can a physical dps wear heavy armor? Can a player make an effective battle mage? Will itemization offer enough variety for us to do anything we want, or will it be something that changes with the acquisition of a promotion class? I know the latter is how Aion handled it - upon reaching level 10 for example, the Priest would go from cloth to Chain upon becoming either a Chanter or Cleric. I really hope you allow true variety without gimping people because that's probably my biggest concern right now. The class system and super narrow build options in ESO really ruins it for me, but a game like WoW for example has every type available almost so people can do what they want and still feel powerful and balanced.
Wandering Mist wrote: » TLDR it's all very well saying "I want to be unique and create my own style" but there is a limit to how much you can add before balance is thrown out the window.
leonerdo wrote: » You think gear is more significant than abilities?