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Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Comments
But that's the whole point of RPGs, its to become who you want to be so yeah more options are better
Sweet man glad you support the idea.
I think this this depends on how big of a difference the augment makes to the way each class plays.
E.g. if an augment makes a mage tanky and turns all their spells into melee range attacks, that's a very different mage to the classic elemental mage.
Yeah I kind of meant primate, I was picturing a gorilla when I was writing that
Strange thing to say. We don't really know much about the game still so it's hard to say what we need. Maybe you mean we need another forum post about how open world PvP isn't fun or that open world dungeons and raid can't be challenging? Or just complaining about how the game is taking too long?
Yeah this is a discussion on its own of how unique each "class" really will be. Personally I am completely in agreement with Atama in my prediction but we will see.
For the programmers this must be crazy, but for the player its heaven :-)
But to be real, if they make everything we can think of already through augments, then we can forget this whole idea of more archetypes.
I think it would later be easier to make something that no one is talking about: More Augments!
If the comunity is demanding a druid, then simply put some nature augments in the game and tadaaa....
Otherwise, adding new archetypes as secondary roles to all previous classes would be exponentialy not viable.
I’d expect that mage to gain some minor shielding abilities to increase survival rather than suddenly transforming into a tank. Otherwise Intrepid has been really holding out on us or took the game in a new direction in the course of development. (Not impossible but once we start speculating that the game is going to turn out differently than we’ve been told, we can’t really trust anything anymore.)
So far all of the info suggests that a “class” in Ashes is more like a talent tree or specialization for a class in a typical MMORPG. Which still opens up a lot of variety; imagine that WoW had 8 different talent trees per class instead of 3. That’d be huge! It should still be a strength for this game if done correctly. But it isn’t like having 64 actual classes in a game like WoW.
(And add onto that the further changes to a character due to race and weapon choice... You really can find variety.)
I cant know that for sure, but thats what it looks like from what we heard from Steven about the augments of the warrior.
I realy hope that i am wrong about this.
Yeah gotcha.
If it is like that, we really won't be calling the classes by their class names (except maybe the 1 or 2 classes that really stand out from their peers) and will probs just be like: "LOOKING FOR TANK. ANY TANK."
Well not now, but there will come a time when people are like, "played everything, need something new". THEN they add a new archetype
Plus there is no harm in speculation and it might even give the Devs something to add to the list if it hasn't been added already.
If you weren't aware, speculation is very commonplace when discussing games old and new when it comes to content creation. Discussing something like this doesn't mean we are deciding it will happen. At the end of the day, it is up to Intrepid. If they read this thread, they could say; "That's a great idea." just as well as they could say; "That would take way more resources than we can currently allocate, no matter how great it could be." or; "We're not really looking to add new classes."...Our conversation is simply the dreams of a few random people on the internet who have found common ground and common interest. Personally, I would love to see a Druid archetype get added. But again, I'm not an employee for Intrepid, nor do I have any clue of how they did any of their code handling, foundation work, modeling, etc, etc. I have no clue if it's viable or a painstaking process. So at the end of the day, we're just here to have fun, bud.
Well, that livestream cleared it up. It is indeed as @Atama and I (and many others obviously) thought. It's really 8 classes with some flavor on top. I still insist their presentation of the grid is really restrictive for future growth and updates to the game. I'd rather have arbitrary specializations for each class that doesn't involve picking a secondary archetype which feels good and different enough than having 8 secondary specializations that need to match the flavor of the archetypes. It also makes adding classes really hard. Just give us the classic class + specialization tree without having it related to a secondary class selection... in my humble opinion at least.
Yeah! I was gonna say hahaha
Just a different view.
I guess I would go as far as maybe introduce an idea of a "Druid class" as a Quasi Faction for a later maybe for an expansion(seems similiar to the corruption system with the quasi-faction). Please let them finish the objectives though, no one wants to see the goal post get moved.
I like the ideas in https://forums.ashesofcreation.com/discussion/comment/259669/#Comment_259669 and https://forums.ashesofcreation.com/discussion/comment/259680/#Comment_259680
I would like to see a Druid archetype linked to nature type of magic school. Nature, forests, rivers, all part of mother earth.
Where as Shamans usually have a deep understanding of mother earth, they do give more emphasis on spiritual aspects of it and their linkage to their ancestors and look up to ancestors spirits for guidance.
Druids on the other hands are more to my liking, as they rely on current moment, considering the nature as their living breathing deity. They attempt to live in harmony with the nature and are able to harness the nature's greatest gifts: life giving, attunement with nature and the animal kingdom, commanding and manipulating the nature, deep understanding of sun and moon cycles.
Shapeshifting is my biggest interest in the Druid. Shapeshifting into an animal to take their strengths is very compelling. Like the monks who learn different fighting styles under animal types, but with actual shapeshifting into said animal. My imaginings are limited, feline for combat, bear for tanking, treant for healing, astral form for spellcaster, dryad for physical ranged.
Druid/Summoner has the potential to provide summoned minions in form of vegetation.
Druid/Bard could potentially alter the surroundings around them, in form of ground effects perhaps. AoE buffs for party members and AoE debuffs for enemies.
In my opinion druids should have mobility benefits as well, like faster swimming in water and running on land (be it in shapeshifting forms or not), and do I dare mention shapeshifting into a winged creature for flight?