neuroguy wrote: » FuryBladeborne wrote: » neuroguy wrote: » FuryBladeborne wrote: » The framework does give a reason to have many different types of classes that could each have different themes if the abilities are created as such. But does that not also stay true for arbitrary specializations? Like I said I think if they have cool ideas for these classes that sets them apart and feels different/impactful enough then more power to them, but it doesn't need to be tied to this secondary archetype grid imo. I was just saying that sticking the 64 class grid forces them to have that many different variations. I didn't give an opinion on whether this was a good idea or necessary. However, more variation may provide more people with a closer match to what they want. That's an interesting argument, but it's constrained variation. And ultimately, although I would be shocked, I would be happier if they had 64 classes without the explicit secondary archetype association. That may sound strange but I would just feel like they'd have more freedom to differentiate these classes without having to adhere to the flavor of the secondary archetype as closely. As I mentioned in my reply to Lore Dynamic, I do worry that some augments types/secondary archetypes will just be more impactful than others because they are a more natural fit stylistically (at least based on the name). Like I think it's easy to have a clear idea what a necromancer or beast master may play like, but a shadowmancer or broodwarden? That's where I would worry the constraints of following the secondary archetype would limit developers in their creativity and ability to create a sufficiently unique experience from the other summoner classes. Alas, I hope I am wrong. Anyways, thanks for the clarification and I'd love to hear your opinion .
FuryBladeborne wrote: » neuroguy wrote: » FuryBladeborne wrote: » The framework does give a reason to have many different types of classes that could each have different themes if the abilities are created as such. But does that not also stay true for arbitrary specializations? Like I said I think if they have cool ideas for these classes that sets them apart and feels different/impactful enough then more power to them, but it doesn't need to be tied to this secondary archetype grid imo. I was just saying that sticking the 64 class grid forces them to have that many different variations. I didn't give an opinion on whether this was a good idea or necessary. However, more variation may provide more people with a closer match to what they want.
neuroguy wrote: » FuryBladeborne wrote: » The framework does give a reason to have many different types of classes that could each have different themes if the abilities are created as such. But does that not also stay true for arbitrary specializations? Like I said I think if they have cool ideas for these classes that sets them apart and feels different/impactful enough then more power to them, but it doesn't need to be tied to this secondary archetype grid imo.
FuryBladeborne wrote: » The framework does give a reason to have many different types of classes that could each have different themes if the abilities are created as such.
neuroguy wrote: » I just don't really see any strong positive arguments for this here yet, just reasons why it's not that bad.
neuroguy wrote: » I also always knew it was really 8 classes but I think that giving them class names that elicit expectations of very different playstyles like (beastmaster and necromancer) is going to set the wrong expectation for sure.
George Black wrote: » My experience with class combos(Archeage) and "play as you want" (eso) has been negative. Freedom to customize is an illusion. The meta is always narrow. Who will be stronger? Fighter rogue or rogue fighter? Mage tank or tank mage?
Tacualeon wrote: » neuroguy wrote: » Again, I don't see strong reasons why they have deviated from the convention, just reasons why it's not that big a deal or not that bad. It does not sound like it's adding much/any positives. Conventional sucks and has become stagnant for the last 20 years. Talent tree with stats boost and buffs feels rancid, outdated and unengaging. Evolve with time and present new ideas, or become stagnant.
neuroguy wrote: » Again, I don't see strong reasons why they have deviated from the convention, just reasons why it's not that big a deal or not that bad. It does not sound like it's adding much/any positives.
Warth wrote: » @Demidreamer each Ability (maybe even passives (?)) can be augmented with one of the 4 school of augments. You can apply one school of augments to your skills, or mix and match as you want. The only limitation you have is the amount of talent points. Augmenting abilities costs talent points, certain augments will cost more than others. You probably won't be able to modifiy them all, as Steven/Intrepid wants you to pick and choose what you spend your talent points on.
FuryBladeborne wrote: » neuroguy wrote: » I just don't really see any strong positive arguments for this here yet, just reasons why it's not that bad. I agree. neuroguy wrote: » I also always knew it was really 8 classes but I think that giving them class names that elicit expectations of very different playstyles like (beastmaster and necromancer) is going to set the wrong expectation for sure. At least some augments should change playstyle significantly."If you are a mage primary with an summoner secondary class you're really going to be able to pull from the identity of that summoner: Being able to temporarily put a servant on the battlefield that might be this fire elemental... Instead of firing off a fireball you summon this fire elemental that surrounds your target and deals this damage over time and perhaps even slows them or decreases their attack speed by entangling or encumbering them with their attacks from the summons momentarily. It's the idea behind the secondary classes really being able to to skirt the line with your traditional role as your primary archetype with the roles that identify your other archetypes.[2] – Steven Sharif"https://ashesofcreation.wiki/Warlock The difference in playing around a direct damage fireball attack vs. a summoned creature is significant; and, the summoned elemental directly reflects a change in playstyle that would be expected by taking summoner as a secondary class.