Dummo wrote: » Jahlon wrote: » Dummo wrote: » We know the secondary class will give augments to modify the primary class' abilities with. These augments exist of four schools. I'm assuming each school exists of multiple augments, so: Are we able to choose one of four schools per ability or can we only choose a school once which then applies to all abilities? I was gone for a few days on vacation. Where did this "Schools" thing come from? Each secondary archetype offers four different schools of augmentation.[8][11]https://ashesofcreation.wiki/Augments
Jahlon wrote: » Dummo wrote: » We know the secondary class will give augments to modify the primary class' abilities with. These augments exist of four schools. I'm assuming each school exists of multiple augments, so: Are we able to choose one of four schools per ability or can we only choose a school once which then applies to all abilities? I was gone for a few days on vacation. Where did this "Schools" thing come from?
Dummo wrote: » We know the secondary class will give augments to modify the primary class' abilities with. These augments exist of four schools. I'm assuming each school exists of multiple augments, so: Are we able to choose one of four schools per ability or can we only choose a school once which then applies to all abilities?
Faolchu wrote: » Rather small question: Will master smiths/crafters be able to apply a unique name to their final product. Example: GM Smith (sorry old UO references) creates epic/legendary quality sword and rather than saying longsword or whatnot or if the system has a prefix/suffix system, instead it can bare the name of "Rune Fang" or something etc.
TwitchTaraniss wrote: » does the toilet paper roll go on over or under?
Hubris wrote: » Thank you for your time on answering everyone's questions, I have three main questions that I'm hoping someone from the team may see. 1- Will there be any intention in the future to add corruption zones? I made a post earlier mentioning how cool it would be to dive deep into a castle looking for rare loot ,but by entering you become flagged corrupt . This would be a huge High risk high reward mechanic. 2- When can we expect to get more info on class skills? 3- What is the benefits to doubling down on a class? (Mage/mage) What exactly would the augments be in this situation, would they just increase the power or will we have unique abilities by doubling down that we wouldn't get other wise? If some of these have been answered I'm really sorry. You can just state that and I'll dig deeper for the answer.
FuryBladeborne wrote: » @Jahlon I occasionally come across someone on the forum complaining the IS did not meet some date they seem to have made up and are saying that IS is falling behind, the project may never release, blah, blah, blah. Do you think that you could post your spreadsheet that you mentioned in one of your recent videos of all their announced dates and whether they met the date or not? Perhaps it could be stickied somewhere on the forums or put on another website such as Ashes 101 where you could update there for each update. Then whenever someone comes in with some complaint about progress, anyone could just reference it for them. It would be nice to have
Hubris wrote: » Faolchu wrote: » Rather small question: Will master smiths/crafters be able to apply a unique name to their final product. Example: GM Smith (sorry old UO references) creates epic/legendary quality sword and rather than saying longsword or whatnot or if the system has a prefix/suffix system, instead it can bare the name of "Rune Fang" or something etc. Sorry this isn't the notification u were hoping for , but I love this idea
Ulquiorra wrote: » Will older exclusive cosmetics become purchasable again for eligible Intrepid package holders(like my.com)?
Faolchu wrote: » Ulquiorra wrote: » Will older exclusive cosmetics become purchasable again for eligible Intrepid package holders(like my.com)? It says they won't be, but that doesn't mean other variations won't be released.
Ulquiorra wrote: » Faolchu wrote: » Ulquiorra wrote: » Will older exclusive cosmetics become purchasable again for eligible Intrepid package holders(like my.com)? It says they won't be, but that doesn't mean other variations won't be released. No, the same exclusives will be available for my.com backers and KS backers who migrated to my.com, because the store was disabled for them for months and they didn't get the chance to newer cosmetics.
Arkethos wrote: » Hi Jahlon, I started a thread on this before realizing I should have checked w/ you first! What insights have you to share regarding the following damage/mitigation types (and sub types)?Damage Types - Will there be differing damage types, beyond just physical/magic, that will have different levels of effectiveness against different armor types? Basically, more sub-types of damage such as Physical-Piercing or Physical-Bludgeoning? Magic-Fire vs Magic-Ice? - If so, will these damage types be bound to weapons or actions? For instance could a sword be effective with a "Flat-Blade" type blunt attack as well as Slashing and Piercing attacks? - Further, will different damage types (and sub types) be more effective against different mobs in PvE scenarios? Fire vs Plants or Lightning vs Fish? My experience FFXI weighs heavily on mechanics like this, where as it felt less impactful in other MMO's. Mitigation Types - I thought I heard in one of the Q&A sessions w/ the Intrepid team that some armor will do better against physical vs. magical damage, but does it get more granular with successive sub-types such as Mail vs Plate vs Leather, when it comes to damage types?Example Damage/Mitigation - Slash | most effective against cloth | least effective against plate/heavy - Pierce | most effective against mail | least effective against leather - Blunt | most effective against plate/heavy | least effective against cloth - Hack | most effective against leather | least effective against mail With magic, a circular hierarchy along the lines of: Fire > Ice > Wind > Earth > Lightning > Water > Fire
Xenotor wrote: » How will nodes types be determined? Will the first major of the node decide if its a Military or scientific node? Or is the node type determined at launch? If its the second then i hope they allow us to see the node type at level 0. At least while inside the node. Would really suck if you put effort into leveling a node only to see that it wasn't the one you wanted to level.
Jahlon wrote: » Xenotor wrote: » How will nodes types be determined? Will the first major of the node decide if its a Military or scientific node? Or is the node type determined at launch? If its the second then i hope they allow us to see the node type at level 0. At least while inside the node. Would really suck if you put effort into leveling a node only to see that it wasn't the one you wanted to level. They are pre-set and fixed; cannot be changed
Heru wrote: » Aside from the Mayor role what other roles are there to help support the Node as it progresses ? I.E. Council Members with unique titles and jobs to aid the mayor in making decisions and pushing the ideals and vision of the mayor with the citizen's suggestions in mind. Basically a cabinet of individuals.