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Designing Abilities with Augmentation in Mind

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Comments

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    There are two.
    Two examples of augments in action given by devs.
    Two data points is not enough for anything...

    Correction, three... Although it should be mentioned they are all using mage as the example and two of them are pretty much identical examples.
    They aren't all using Mage as the example. Cleric is used as the example several times. Summoner has also been used as an example.

    There aren't a ton of examples, but it's not "no idea".
    We have a few pretty good examples.
  • JustVineJustVine Member, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    Combat pets lessen the identity of summoners, plain as.

    Part 2 help with solo? This is mmorpg. Never played swtor but ESO recently introduced companions and it's so lame that people are exited to play with npcs instead of grouping with ppl.
    I guess the collectable madness has replaced all forms of gaming.
    And once again, this takes away from the summoner identity and the potential flavours that summoner/X could be added to the toolkit. Why dilute summoner for a weak, lame pet system? You like pets? Make a summoner. You like a specific pet? Pick the correct class combo.

    Battle pets weaken summoner identity'. Only if you fuck up summoner is that remotely true. Pets aren't anywhere near summons. Pets are a walking/flying gear slot and nothing more.

    I'm feeling just crate.... Carrying the weight of my entire civilization on my back is a burden but someone has to do it.
  • If you consider how many different roles there can be in a group; Healer, Tank, DPS (a few flavors; melee, ranged, AOE) and CC = 4-6 roles - did I miss any? - and then look at which of the 64 classes combined with 9 races best fulfill those roles then there is likely to be a large number of "less used" options when the METAs form.

    One way to combat METAs is to buff the Race-Class permutations with the least play hours on them. The META would then be balanced out over time due to the portion of the server population that chases advantage, leaving others to just play their preferred race-class. No system is ever going to be perfectly balanced, but at least this approach offers a mechanism that pulls a server towards balance and encourages race-class diversity.

    Any thoughts / comments?
    Forum_Signature.png
  • maouwmaouw Member, Alpha One, Alpha Two, Early Alpha Two
    McMackMuck wrote: »
    If you consider how many different roles there can be in a group; Healer, Tank, DPS (a few flavors; melee, ranged, AOE) and CC = 4-6 roles - did I miss any? - and then look at which of the 64 classes combined with 9 races best fulfill those roles then there is likely to be a large number of "less used" options when the METAs form.

    One way to combat METAs is to buff the Race-Class permutations with the least play hours on them. The META would then be balanced out over time due to the portion of the server population that chases advantage, leaving others to just play their preferred race-class. No system is ever going to be perfectly balanced, but at least this approach offers a mechanism that pulls a server towards balance and encourages race-class diversity.

    Any thoughts / comments?

    I can see how this could work, and it's certainly possible.
    For me though, it's crossing a boundary that I associate with micro-management? Not sure what the word is.
    I wish I were deep and tragic
  • NerrorNerror Member, Alpha One, Alpha Two, Early Alpha Two
    McShave wrote: »
    For example, how would you add the mage's teleportation augment to an ability that just strikes a foe with your weapon, which many of the tank's abilities are? My guess would be to make it a ranged ability (which falls under my list above). Maybe each primary archetype ability isn't supposed to be altered by every augmentation, but i am not a fan of having less options.

    Good thinking with changing tank abilities to ranged abilities actually, depending on the augment. Tank/mage or perhaps better yet tank/ranger could make for some really interesting choices for a ranged tank.
    Look at mage/tank.
    Mage has an ability called Prismatic beam.
    Will the tank augment be a tacked on bonus like extra damage mitigation while channeling the beam.
    Or can an augment completely rework the spell? It's now Prismatic barrier and you reflect all damage from the next X seconds instead of it being a beam at all.

    I love the prismatic barrier idea. Reflect all damage like you wrote, or absorb/mitigate magic damage for the duration. Changing up abilities through augments to be essentially completely new abilities is something I would love to see.
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    edited September 2021
    Dygz wrote: »
    There are two.
    Two examples of augments in action given by devs.
    Two data points is not enough for anything...

    Correction, three... Although it should be mentioned they are all using mage as the example and two of them are pretty much identical examples.
    They aren't all using Mage as the example. Cleric is used as the example several times. Summoner has also been used as an example.

    There aren't a ton of examples, but it's not "no idea".
    We have a few pretty good examples.

    Umm

    Choosing life augments will provide self-healing benefits as well as limited life-giving benefits to other players.[30][28]
    Some cleric augments applied to certain skills will indirectly provide the ability to heal others. These will not replace the need for a cleric archetype.[31]

    I wouldn't call those examples, these would fall under "vague statements". Because we don't know what they mean, we can only guess...

    "Provide self healing out lives giving Benifits to others" is not an example of it in action. That's an idea that hasn't been fleshed out yet.

    "Won't replace need for cleric" as in won't heal enough? Or cleric is the only class with resurrection as an ability, and that's why you still need them? Or do clerics have other utility like curse or poison removal, which an x/cleric wouldn't have. We don't KNOW why this sentence is the case. We can only guess.

    Examples are actual displays of how it would interact instead of just "hey it could add some healing or something"

    Like the fighter mage teleport charge as an example
    Or the ranger mage frost arrow
    Or the summoner mage spectral beast now has fire damage
    Those fall under the definition of example. (And all use mage)

    So yeah, I'm pretty confident in saying we don't KNOW a lot when it comes to augments and how they will all work. I'm definitely not arrogant enough to claim to know how they will work...
  • ptitoineptitoine Member, Alpha Two, Early Alpha Two
    I think it would be nice for Summoner/x to get Summon that can evolves with your Lvl

    Like Summoner/Mage : Small Elemental / Elemental / Greater Elemental/ Elemental Lord. Or something like that. It would make their summon much more different then x/Summon or Battle pets
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    I wouldn't call those examples, these would fall under "vague statements". Because we don't know what they mean, we can only guess...
    LMFAO
    Why are you only posting the wiki synopses rather than what is said in the actual sources?
    You should be confident in saying we don't know a lot. Say that.
    What you have been saying is we have no idea.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    I view the Necromancer as a master of Life and Death.
    And the way I want to implement our Necromancer is, you can choose to be a Necromancer for Good or a Necromancer for Dark and Twisted things. Either is viable. If you want to work with Spirits that Aid, you can do that. If you want to Summon Zombies and Skeletons, and other types of Undead creatures, you can do that as well.

    ---Steven
    https://www.youtube.com/watch?v=JH-sX1aFljM&t=687s



    A Summoner that goes with a Cleric Secondary class is going to be a Necromancer. The Necromancer is going to be able to choose the path of Life or Death with regard to its Summoning influences and augments. So, you will be able to either aid and assist in Healing and providing Support either to yourself or the other Summons you may have out or other party members. And the Death side of that augmentation will influence your opponent to inflict damage, to sap life, to manipulate their ability to survive in combat.
    The idea behind the system is that you're kind of skirting the line through these augmentations with your role.
    We have the traditional holy trinity that's present in class design for MMOs, and it's often that those are not deviated at all or completely deviated entirely.
    The augment is to kind of offer a balance between that, where you still maintain the semblance of that trinity system, while offering the opportunity to customize your play experience towards one of the other angles in the triangle.

    ---Steven
    https://www.youtube.com/watch?v=UqWsNeemuQI&t=1347s



    Clerics, as well as Bards, will have direct healing effects. Bards will be much, much, less and will be proximity based. The Base Archetype Cleric will be the predominant healing force/class with some supplemental healing that would be more over-time healing or proc-based healing based on the action of players that's assigned to the Bard role.
    One other component there is: Through the secondary class augment features, it will be possible for some base archetypes to augment their Active Skills that will grant either themselves the potential to heal or will have very mitigated healing for others party members also.
    And just to give context there, again, the purpose of Secondary Archetypes and the augment system is to blur the line a little bit with the class roles.
    So, while we're following a traditional trinity type system in class roles, we are utilizing the secondary augment system to allow players to move the dial a little bit in one direction with the augments.

    ---Steven
    https://www.youtube.com/watch?v=KtVUiS7yAHE&t=3518s
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    ptitoine wrote: »
    I think it would be nice for Summoner/x to get Summon that can evolves with your Lvl

    Like Summoner/Mage : Small Elemental / Elemental / Greater Elemental/ Elemental Lord. Or something like that. It would make their summon much more different then x/Summon or Battle pets
    This might actually be possible but it would probably be with skill point allocation (for Active Skills and for augments) rather than directly by level.
    Interesting idea to keep an eye on.
  • ptitoineptitoine Member, Alpha Two, Early Alpha Two
    Dygz wrote: »
    So, you will be able to either aid and assist in Healing and providing Support either to yourself or the other Summons you may have out or other party members.


    So from what I see Summoner/X will be able to have more than one Summons out at once. Seems I was right about that. It will be a way to have them differents then Battles Pets and X/Summons archetype.

    Dygz wrote: »
    This might actually be possible but it would probably be with skill point allocation (for Active Skills and for augments) rather than directly by level.

    Well could be either Stronger Minion but only 1 out or multiples weakers ones as Skills point maybe. Or something similar to that

  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    Dygz wrote: »
    I view the Necromancer as a master of Life and Death.
    And the way I want to implement our Necromancer is, you can choose to be a Necromancer for Good or a Necromancer for Dark and Twisted things. Either is viable. If you want to work with Spirits that Aid, you can do that. If you want to Summon Zombies and Skeletons, and other types of Undead creatures, you can do that as well.

    ---Steven
    https://www.youtube.com/watch?v=JH-sX1aFljM&t=687s



    A Summoner that goes with a Cleric Secondary class is going to be a Necromancer. The Necromancer is going to be able to choose the path of Life or Death with regard to its Summoning influences and augments. So, you will be able to either aid and assist in Healing and providing Support either to yourself or the other Summons you may have out or other party members. And the Death side of that augmentation will influence your opponent to inflict damage, to sap life, to manipulate their ability to survive in combat.
    The idea behind the system is that you're kind of skirting the line through these augmentations with your role.
    We have the traditional holy trinity that's present in class design for MMOs, and it's often that those are not deviated at all or completely deviated entirely.
    The augment is to kind of offer a balance between that, where you still maintain the semblance of that trinity system, while offering the opportunity to customize your play experience towards one of the other angles in the triangle.

    ---Steven
    https://www.youtube.com/watch?v=UqWsNeemuQI&t=1347s



    Clerics, as well as Bards, will have direct healing effects. Bards will be much, much, less and will be proximity based. The Base Archetype Cleric will be the predominant healing force/class with some supplemental healing that would be more over-time healing or proc-based healing based on the action of players that's assigned to the Bard role.
    One other component there is: Through the secondary class augment features, it will be possible for some base archetypes to augment their Active Skills that will grant either themselves the potential to heal or will have very mitigated healing for others party members also.
    And just to give context there, again, the purpose of Secondary Archetypes and the augment system is to blur the line a little bit with the class roles.
    So, while we're following a traditional trinity type system in class roles, we are utilizing the secondary augment system to allow players to move the dial a little bit in one direction with the augments.

    ---Steven
    https://www.youtube.com/watch?v=KtVUiS7yAHE&t=3518s

    All of that is thematic concept or basic ideas for flavor... none of it is an example of the system in action.

    Maybe this is just my engineering brain stuck in a loop?
    Saying "there is a charge ability and when I apply this augment it changes it like this", is an example.
    Saying ranger has charged shot(an activated skill) that I can apply this mage augment to, and this is how it effects it. That hints at scale and depth of how the system works.

    Saying
    "The Necromancer is going to be able to choose the path of Life or Death with regard to its Summoning influences and augments. So, you will be able to either aid and assist in Healing and providing Support either to yourself or the other Summons you may have out or other party members. And the Death side of that augmentation will influence your opponent to inflict damage, to sap life, to manipulate their ability to survive in combat."
    Doesn't give me an example of how much scale these changes have.

    Hell we don't know a single summoner spell name yet. How can you say what scale an augment can even changing ability if you don't even know what an ability is?

    You will post this block about a necromancer and being able to do path of life where it's straight up says can provide support and healing to yourself and other party members and then say the archetype system does not allow for him to be a healer like you KNOW how much healing or capability that a healing necromancer can do... You don't know shit either dude, yet constantly talk like a know it all for something that doesn't exist yet...

    All you're doing is pushing your interpretation of what has been shared. Until we actually see anything in game, everything you say is just your opinion.

  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    Yes. You are stuck in a brain loop.
    You keep saying it's "flavor".
    The devs say it's not just flavor, it's radical and fundamental change that moves you closer to a different role.
    And, I conceded a few days ago that regardless of what has been said by the devs, you won't be satisfied until you get to see it in the game.

    What you said is: "We have no idea what augments are capable of or how much they can change an ability."
    That is false.

    You then moved the goal post and said, "There are two.
    Two examples of augments in action given by devs.
    Two data points is not enough for anything...
    Correction, three... Although it should be mentioned they are all using mage as the example and two of them are pretty much identical examples."

    What you mean is, those examples are not enough for you. Which is also fine.
    But, there are more than three examples and they aren't all about Secondary Archetype Mage.
    You might have to hunt more to find them...
    And...if you did, you might understand better that the augments are not just "flavor".
    Is a Bard/Tank off-tanking just flavor?

    https://www.kickstarter.com/projects/1791529601/ashes-of-creation-new-mmorpg-by-intrepid-studios
    At some point during your adventuring, you’ll be able to augment your primary class with a secondary class, chosen again from the eight archetypes. Do you want your fighter to channel the elemental energies of a mage? Or would you rather your rogue be able to summon a helping hand? Maybe your ranger wants to supplement his healing abilities, or perhaps your bard wants to off-tank? You further specialize your character by choosing this secondary class, augmenting and changing what your core class can do.

    Secondary Archetype augments allow you to slide the dial closer to a different role. It does not allow you to swap roles such that an x/Cleric can heal as much as a Cleric/x. That has been covered in multiple dev quotes.
    We don't have a precise gauge of how much. The devs have indicated that it's enough to make a Ranger/Cleric feel different from a Ranger/Fighter or Ranger/Bard, but does not enough to swap roles such that Ranger/Cleric rivals a Cleric Ranger when it comes to heals.
    According to the dev quotes, it's not just flavor and it also doesn't drastically move the dial to the other role.
    It's somewhere in-between.
    And Steven wants to leave it at that - just enough info for us to get the gist - so that he doesn't spill all the beans before we have a chance to play/test.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    All you're doing is pushing your interpretation of what has been shared. Until we actually see anything in game, everything you say is just your opinion.
    I've been saying this to Dygz for about 3 years now.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    LMAO
    Like that time you said it would be laughable to have any other Tank/x besides Guardian main tank in top-end raids because Guardian is obviously the best Tank combo. And when I asked Steven, he said..."Any Primary Tank is viable, and absolutely not laughable, for an upper end raid. Yes."
    Exactly as a I told you.

    But, similarly...we could always just ask Steven the question.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited September 2021
    Dygz wrote: »
    LMAO
    Like that time you said it would be laughable to have any other Tank/x besides Guardian main tank in top-end raids because Guardian is obviously the best Tank combo. And when I asked Steven, he said..."Any Primary Tank is viable, and absolutely not laughable, for an upper end raid. Yes."
    Exactly as a I told you.

    You are missing the fact that at the time I said that it is not a matter of game design, or developer intent, but is a case of what players will do.

    What you then went and did, after I said it is not a case of game design or developer intent, is ask the developer if the game design and/or developer intent was as I had said, despite having just said that the game design and developer intent are not factors.

    If you want to know what players in a top end raid will do, ask a top end raid organizer (like me!), not a game developer.

    Just like if I want to know what would compel an adult to play a childs game, I'll ask you!
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    But... that is just your interpretation of what players will do...with absolutely nothing to back it up.
    I, at least, have dev quotes.
  • NoaaniNoaani Member, Intrepid Pack, Alpha Two
    edited September 2021
    Dygz wrote: »
    But... that is just your interpretation of what players will do...with absolutely nothing to back it up.
    I, at least, have dev quotes.
    That is an interesting concept.

    How can someone interpret their own actions to be anything other than what those actions were?

    You claim you had developer quotes - cool. Thing is, I wasn't talking about game design or developer intent, as made clear at the time, and amply clear in my above post. I was talking about what top end raiders would do.

    I had top end raider quotes, which in the case of what top end raiders will do, absolutely trump developer quotes (just as developer quotes trump top end raider quotes in terms of what the games design or developer intent will be - but that isn't and wasn't what was being discussed).

    As a top end raid organizer myself, anything I say on the topic is a quote from a top end raid organizer.

    As such, when we are talking about what players will do in top end raid situations, my statement trumps that of Steven. This is especially true since Steven isn't even a top end player, let alone a top end raider. At best, his MMO playing experience puts him as a top end antagonist and drama source, his ability to play an MMO in terms of combat is somewhat lackluster - and that is being kind.

    All Steven can do is state what they intend to have happen, I can state what players like myself will do - just as I did in regards to combat trackers.

    Shouldn't you have me on ignore?
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    McShave wrote: »
    I am slightly confused on how you are going to be able to alter every spell in at least 4 different ways per secondary archetype, (not to mention other sources of augmentation). While looking at many of the tank's abilities in Alpha 1, there is not much room for change. You can either:

    -change the type of damage and add a debuff or buff of some kind (poison, bleed, elemental effect)
    -add a form of CC or CC resistance(blind, slow, knockback, stun)
    -add aoe or distance
    Does it have to be either rather than a combo? :)



    McShave wrote: »
    For example, how would you add the mage's teleportation augment to an ability that just strikes a foe with your weapon, which many of the tank's abilities are? My guess would be to make it a ranged ability (which falls under my list above). Maybe each primary archetype ability isn't supposed to be altered by every augmentation, but i am not a fan of having less options. Or how about adding the cleric's death augment (we know this exists because summoner + cleric = necromancer) to the tank's stalwart defence? I imagine this probably just adds a resistance, does aoe damage, or applies a debuff to enemies (all 3 are on my list again).
    Weapon strike is not an Active Skill.
    Teleport augment on Javelin could cause you to Blink.
    Death augment on Javelin could cause a Life Sap.
    Might be interesting if there were a Death augment that adds Radiant Damage Resistance to Ultimate Defense.


    McShave wrote: »
    I am also wondering what happens when you augment a very unique archetype like the bard and summoner, but since we don't know much at all about these archetpyes, let's avoid this topic and stick to just what we know so far.
    Lots of augments besides just Secondary Archetype augments - even for Bard.
    The Kickstarter mentions Bards off-tanking. Seems like "Threat School" and "Damage Mitigation School" augments would work well with Bard Active Skills. As would CC augments on Bard Debuff Active Skills.


    McShave wrote: »
    I am not going to say that this would be a bad design since it still leaves character build creation to be quite varied since you can choose between each secondary archetype and then between each school of augmentation in each archetype. This would let you focus on specific debuffs and cc types that may work better against specific opponents/ classes or may synergize with your party members better. However, I am worried that these reskins of abilities that each secondary archetype offers that will blanket over all primary archetype abilities will not alter your class enough from other classes with the same secondary archetype to make it feel unique.
    I mean, I'm kind of hoping to see Death themed groups - where the entire group focus on Death School augments. Lots of stacking of "Unholy" Damage, but all of the Primary Archetypes would still be playing differently.
    With 4 Schools of Tank augments, we should expect two Bard/Tanks to feel different if they focus on different Schools. Just as the devs expect an Elven Fighter to feel differently from a Dwarven Fighter due to Racial augments.
    In addition, there are all the augments from Social Orgs, Religions and Nodes.
    McShave wrote: »
    One way they could approach augmentation is to design unique alterations of each ability with each school of augmentation. Since the number of abilities and the number of augmentations is known, it would be possible to design each spell's augmentation to be unique for each augmentation school. This would make classes feel unique from every other class with the same secondary archetype, but this would require a lot of work and may bring challenges when trying to balance the combat.
    There is something like that. The same Life School augment will alter Active Skills from other Archetypes differently.
    https://www.youtube.com/watch?v=BNRD57wHtAE&t=4394s

    DAMOCLES QUESTION: If I'm a Tank/Mage or a Fighter/Mage are the Mage (augments) the same?

    The Mage augment is the same grouping, but the way it affects the Active Skill? You only receive Active Skills from your Primary Archetype and then it gets augmented by your Secondary Archetype.
    ---Steven

    And those augments are different for each class. So, a Mage affects a Fighter differently than a Mage affects a Cleric.
    ---Jeffrey

    Exactly. It will yield a different effect because the base Active Skill is different. But the parent augment is the same. Like Teleportation (School), Elemental (School)...
    You take the Mage groupings of augments: you have Teleportation, you have the Elements... those two things get applied to different Active Skills based on your sub-class.

    ---Steven

    With different consequences.
    ---Jeffrey
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    So instead of this.
    Dygz wrote: »
    According to the dev quotes, it's not just flavor and it also doesn't drastically move the dial to the other role.
    It's somewhere in-between.
    And Steven wants to leave it at that - just enough info for us to get the gist - so that he doesn't spill all the beans before we have a chance to play/test.

    Just trying saying this

    We.
    Don't.
    Know.
    Yet.

    Just give a shot man, it'll probably work out for you...
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    Whatchu mean we.
    You mean you don't know.
    Mage has an ability called Prismatic beam.
    Will the tank augment be a tacked on bonus like extra damage mitigation while channeling the beam.
    Or can an augment completely rework the spell? It's now Prismatic barrier and you reflect all damage from the next X seconds instead of it being a beam at all.
    We know that both of these are possible based on what the devs have said.
    The difference, here, would be which of the 4 Tank Schools the augment is coming from.
    We're likely to see some form of Damage Mitigation School and also some form of CC School.

    Based on what has been said about Mage Schools and Cleric Schools.

    This thread is about fans theorycrafting augments based on what the devs have shared about Ashes' augment game design.
    And the devs have provided enough info for theorycrafting.
  • SirChancelotSirChancelot Member, Alpha Two, Early Alpha Two
    Dygz wrote: »
    Whatchu mean we.
    You mean you don't know.
    Mage has an ability called Prismatic beam.
    Will the tank augment be a tacked on bonus like extra damage mitigation while channeling the beam.
    Or can an augment completely rework the spell? It's now Prismatic barrier and you reflect all damage from the next X seconds instead of it being a beam at all.
    We know that both of these are possible based on what the devs have said.
    The difference, here, would be which of the 4 Tank Schools the augment is coming from.
    We're likely to see some form of Damage Mitigation School and also some form of CC School.

    Based on what has been said about Mage Schools and Cleric Schools.

    This thread is about fans theorycrafting augments based on what the devs have shared about Ashes' augment game design.
    And the devs have provided enough info for theorycrafting.

    That is a very interesting opinion you have.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    LMAO
  • McShaveMcShave Member, Alpha Two, Early Alpha Two
    I had an interesting thought last night. What if we look at secondary archetype augments as taking on an "assisting" role. Like secondary tank would be a tank's assistant, or secondary cleric would be cleric's assistant. This works for roles that have distinct roles (or attributes that make the archetype unique), which Intrepid has mentioned that every archetype will have. We just don't know the specific roles or attributes for the DPS archetypes right now.
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    edited September 2021
    In some ways, that's kinda right.
    We can expect x/Rogues to try to synergize with the Rogue/x and the x/Clerics to try to synergize with the Cleric/x. etc. (Or with each other)...to stack effects and damage types.
  • George_BlackGeorge_Black Member, Intrepid Pack, Alpha Two
    edited September 2021
    This limits the benefits to group play situations.
    If I go fighter/tank instead of fighter/fighter I am doing this for pvp reasons.
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