Ikcen wrote: » You will have 8 classes. Then the things will be object of long list of adjustments. The perfect class balance is literally impossible, due the fact the players are very different, so there always will be a room for fixes and updates. That is why your idea does not have benefits. 8 or 64 classes, there always will be a negative feedback and constant improvements. Also the development team should do something after the game is released.
George Black wrote: » Mate this is the second time you reply without reading and you miss the point. Read again, dont skip. Then post.
Jahlon wrote: » So each class has 8 sub-classes since your main is fixed, but your secondary is changeable. I don't think they are going to just scrap the 8x8 system and come up with 15 classes. They've already removed 4 main archetypes years ago, so they have worked these numbers on paper for years.
George Black wrote: » Jahlon wrote: » So each class has 8 sub-classes since your main is fixed, but your secondary is changeable. I don't think they are going to just scrap the 8x8 system and come up with 15 classes. They've already removed 4 main archetypes years ago, so they have worked these numbers on paper for years. There is a possibility that the 8x8, meaning the 8 classes with 8 augmentation sets might feel empty, with just a handful of them being viable and fun to play, while the rest combos dont perform as expected. I will take the (a)fighter and (b)rogue classes to make an example: (a) Weaponmaster Dreadnaught Shadowblade Hunter (b) Duelist Shadowguardian Assassin Predator Will all the above combos be solid. If not, and only half[4]of the above names are solid, why split strengths and features between 4 names, but instead take those strengths and features into 2 or 1 class to make 2 or 1 viable playstyle instead if 4 non viable. More Fighter classes Spellsword Bladecaller Highsword Bladedancer More Rogue classes Nightspell Shadowlord Cultist Charlatan@mrsynth as you see on the original post I didnt do any lazy theory crafting or claim to know what classes will be like, I just asked "if the system doesnt work, do we have time to address it". As for the other topic that you patronized and said "Steven has arleady addressed it, so chill", if the question was never asked it would have never been addressed. Check the date of tge topic, and then check the date of the Dev Update. Testing phases are for discussion.@Nagash Necromancer comes from summoner and cleric. Let's examine... Summoner based classes: WildBlade BroodWarden ShadowMancer BeastMaster Spellmancer Conjurer Necromancer Enchanter Cleric based classes: Templar Apostle ShadowDisciple Protector Oracle Shaman HighPriest Scryer Do you find that Necromancer and the remaining 15 classes above will be viable in combat? Would you like to see the Necromancers identity and strengths diluted between Shadowmancer, Conjurer, Shadow Disciple if indeed after testing not all combos seem viable? I will type this here again. Obviously we dont know anything until we test all classes. But once we do, if the system doesnt work, do we have enough time to rebuild it? If I dont ask whether there is a plan B now, when will I? At Beta2? If no questions are asked during a testing period before the game goes live, then what are we doing here?
leonerdo wrote: » George Black wrote: » Is there a plan B if the system receives negative feedback once all classes and their combinations are accessible for testing AND have been tested thoroughly? Obviously we wont know until we test all the class combinations and weapon playstyles, but we may find that it fails the developers and players expectations. One idea might be to move away from class combinations and establish 15 or do stand-alone, defined classes, with unique theme*. Another might be a more strict course with 20 classes, locked weapon selection and shared theme for a few of them. I guess my main question is, if it doesnt work, is there time to develop a new class system? *theme has nothing to do with function. A holy knight is different than a dark knight, but both are tanks. Warning: The following is entirely speculation! My assumption is that if Intrepid runs into problems making 64 archetype combinations, they'll just stop making them, and rearrange their designs between the remaining 4-7 sub-classes per archetype. It's not much of a plan B or new system, per se, more like they just stop short on Plan A and focus on fewer classes. The original 64-class diagram would remain in-tact, just with some holes in it now. For instance, take the Mage class. They can probably make a unique and valuable version of it for Spellstone, Shadow Caster, and Acolyte, since those are fairly different concepts. But what about Arch Wizard, Sorcerer, and Warlock? Can you even tell what secondary archetype those come from? To me it just sounds like 3 different versions of magicky-mage. So they could reach a point where they run out of unique ideas for all those magicky-augments, and those 3 classes could start overlapping a ton. (They also have to avoid making Mage/Summoner too similar to Summoner/Mage.) Instead of pushing forward and splitting ideas (and balance efforts) between 3 classes, they might decide to scrap Mage+Summoner entirely, and save those ideas for Mage+Mage and Mage+Bard. And maybe some of the summoning-oriented augments can be saved for the Spellmancer (Summoner/Mage) class. More likely, they just make the subclasses one-at-a-time, and make as many as they can for each beta/release. And they'll fill in the holes when they can. Potentially some of those holes get filled after release. Maybe a few never get filled at all, if the 64-class system doesn't work out like you suggest. Personally, I suspect that will work out better in the long-run anyways. If they make only ~48 class combinations, we still get plenty of options, and they can avoid most of the egregious overlapping and ensure that each subclass has a unique theme and strengths.
George Black wrote: » Is there a plan B if the system receives negative feedback once all classes and their combinations are accessible for testing AND have been tested thoroughly? Obviously we wont know until we test all the class combinations and weapon playstyles, but we may find that it fails the developers and players expectations. One idea might be to move away from class combinations and establish 15 or do stand-alone, defined classes, with unique theme*. Another might be a more strict course with 20 classes, locked weapon selection and shared theme for a few of them. I guess my main question is, if it doesnt work, is there time to develop a new class system? *theme has nothing to do with function. A holy knight is different than a dark knight, but both are tanks.
Undead Canuck wrote: » Are you sure? I was dead certain you would want to be a bard...