What kind of character do you want to play? How can augments help?
When playing an MMORPG, people have their preferred type of character and roles they feel most comfortable with or that appeal to them the most. Some may like to play a big heavy hitting 2-handed melee warrior while others may like to play a necromancer-type character that uses dark magic and summons undead. When it comes to customization, we are often only allowed to personalize our class within some confined space, this is true even in games where you can swap your class at a whim. For example you customize if your mage focuses on fire or frost in some games and which spells you want to empower/enhance most. The grid archetype system that ashes is planning on using operates on 'augments' where your skills, as determined by your primary archetype, may be modified by your secondary archetype. There have been so many questions surrounding this system like how unique will each class really be, is the goal to make primary archetypes more distinct or similar to one another etc and even after years of development we have don't have much clarity.
In fact, I'd argue that among the many game systems that ashes has, the archetype+augment system is the least transparent of them all. We still only have 2 (repeated) examples, one being the charge of a warrior and the other being the fireball of the mage. I understand the argument of waiting to see what they put out first before giving feedback, but I really do think that we should be given some more details to decide if this system can support how we want to create our characters before too much progress is made.
The grid system as it stands has a lot of names that are vague and elicit different images and expectations for players who read them. One of the reasons for this in my opinion, is that some of the classes themselves do not have a distinct 'feel' or conceptual identity (and I suspect these classes will be the least popular). For example how is a ranger-fighter class supposed to play? Is it a warrior that sometimes shoots stuff with a bow? What about a rogue-summoner? Is it a stealthy summoner or a summoner that summons stealthy minions? This is in contrast to names like knight, necromancer, hunter, shaman, sorcerer etc which elicit expectations that are likely to be common amongst players. The problem then becomes if the grid system is set up appropriately to support these expectations and 'feel' that the name promises. Will for example the necromancer and beastmaster (both summoner primary classes) live up to their expectations or play as just a summoner with slight deviation or skin? This is why it is important and I think overdue that we hear more conceptual details on this system.
Personally, I would argue that in general, there are only a handful of archetypes (in colloquial terms) that people want to play in high fantasy and I can add to this based on the responses to this post:
1. fast attacking melee (probably dual wield, includes monks)
2. big hitting 2h melee (can have a holy/unholy flavor like paladin or death knight)
3. knight (defensive; likely uses shield, can also have holy/unholy flavor)
4. stealthy (mostly) melee assassin
5. ranger/sniper (can have animal pets, can have stealthy component)
6. mage... uses offensive magic (elemental, holy, unholy/demonic or arcane flavor)
7. summoner... uses pets via magic (can have elemental or unholy/demonic flavor)
8. shaman/witchdoctor/druid... uses magic but with more of nature and tribal/ancestral feel (same as mage pretty much but may include shapeshifting and non-offensive magic too)
9. priest/healer/bard... uses non-offensive magic to support or heal
Now as mentioned in the parentheses, these 'archetypes' (colloquial) can come in different coats of paint which I think the augment system is super well suited to handle but not necessarily in a grid-like manner. As already mentioned, using this list of archetypes or the 8 archetypes we already have for augments in a grid-like manner doesn't really make sense... like if you are playing a barbarian (big hitting 2h melee), how does it fit thematically to augment it with stealth or other rogue/assassin themes/properties?
The number of augment options for each archetype is super high when the augments, as far as we know, are not that impactful anyways ("We're not really talking about 64 true classes, we're talking about eight classes with 64 variants" -Jeff Bard). I think the class system in AoC would benefit from having a more focused design where instead of creating 32 (4*8) augments, from the secondary-archetype alone, for each skill, a smaller number of thematic augments be designed to provide us with the classes and 'feel' we want. I think having a really good necromancer class for example is much more important to the game than having a strong oracle or shadow lord (guess the archetype combos on those and how they would play if you can...). Other games often provide a much more curated and 'restrictive' list of class options to play, but what these games gain by sacrificing the theoretical freedom of mixing and matching identities together like the grid system, is having strong conceptual backbone for their offered classes and a clear expectation of what fantasy or 'feel' they may satisfy.
So I am here to ask, what sort of archetype (in colloquial terms) do you want to play and critically, how do you think the augment system can best support this? Is the grid-system what can support your vision the best with the crazy freedom it can support? Or does a more focused use of augments feel more appropriate for the customization you would want? Personally, one of the archetypes I like to play is a tribal elemental caster. In a grid system, I would not really care for augments from the fighter, tank, rogue, ranger and even summoner archetypes, but would like heavy elemental focus (currently mage archetype), some healing/buffing (bard + cleric archetypes). I do think though, that a more focused augment system would be more appropriate for the type of character I want to play.
I think this is an important discussion to have now since there are only 3 archetypes available in the alpha and no augments from my understanding. If people look up the grid or are told there are 64 classes, which again we are told is more like 8 classes with 64 variants, then their expectations and imaginations will set them up for disappointment (especially with how vague some of the class names are). If IS can provide us with more information, people can have better and more realistic expectations of what classes and 'archetypes' (colloquial) they can play and IS can focus on delivering on what the player base wants. I understand that this is not the focus of the alpha testing but we don't need finalized details, just some conceptual clarity to prevent false expectations.