TrUSivraj wrote: » I personally think a spellshield tank/mage would simply be a tank that can eat more magic dmg than other tanks, or that could dive into the teleportation school and give themselves an extra form(s) of mobility.
ThornyDevil wrote: » TrUSivraj wrote: » Your statement on the necro and beastmaster summons is already an official confirmation from a livestream and thus the wiki, which is why I have no doubt that these classes will fulfill their visual and mechanical roles within the combat of the game, because we have already been given examples of what to expect, aside from it only being dev talk and not a visual representation yet. Alright cool then, that ease my concerns quite a bit. I did missed that info. This is where AA missed the opportunity. No matter the archetypes you choose, skills don't change visually so your "class" has very little identity in the end. I think it is great that they get inspired from AA system as it gives loads of freedom and still can polish its flaws which was class identity. Even if, I do understand that some classes will be easier than others to give flavour to, I just hope they give it a try
TrUSivraj wrote: » Your statement on the necro and beastmaster summons is already an official confirmation from a livestream and thus the wiki, which is why I have no doubt that these classes will fulfill their visual and mechanical roles within the combat of the game, because we have already been given examples of what to expect, aside from it only being dev talk and not a visual representation yet.
TrUSivraj wrote: » Very well said! I enjoyed playing a shadehunter in AA, basically put it on the map (insert video plugs here) and one thing that actually made it feel like I was actually playing a shadowy archer was when "stone endless arrow" gave a dark effect to every shot, making it feel all Sylvanas-like. Then they made it super slow and a weird aoe mob/raid skill, so... lol So having those types of small effects in the different classes will definitely bring some life into class diversity. I can already picture ranger/bards using fireworks as their flame arrow augment, basically becoming AA's concussive arrow, but with prettier firework effects!
SirChancelot11 wrote: » It doesn't have to be radically different to have very different identity Look at summoner. A necromancer and beastmaster are both 'summoners' but hopefully have very different asthetics and are easily identifiable from each other.
bloodprophet wrote: » Why? Choices should matter and letting everyone do everything means nothing matters.
Vhaeyne wrote: » You guys are setting yourself up for disappointment and I hate to see it.
Vhaeyne wrote: » . In this way instead of being locked into class fantasy I end up with "Character fantasy". Which to me is more creative and special.
bloodprophet wrote: » Except Ranger/Tank will not have Tank abilities just ranger abilities.
Wandering Mist wrote: » SirChancelot11 wrote: » bloodprophet wrote: » Podgnil wrote: » 8 classes is more then enough, for good rpg enough 5 classes mage, ranger, assasin, fighter and cliric. Main question: can intrpd balance classes and subclasess and make them diferences really important. Because even one different spell can change game play, ure will craft and seek another armor, u will have another role in dungeon, and pvp gamestale. MAIN is balance them and make unique. In balance I mean not equil dps for dd and equil heal for heals, I mean thet every class be usefull in some game aspect and people will not play in same builds, stat caps and equip. For example rogue/rogue is best in instant mele dmg, and can awesome burst the target and rogue/cliric have less instant and tunel damage but have lifesteal. So one will have equip to be glass canon, and second focus on long fights and surviving, some heal perks on equip and etc. Your primary archetype will set your role. Tank will tank and Cleric will heal.https://ashesofcreation.wiki/Roleshttps://ashesofcreation.wiki/Archetypes I keep asking whether that is true or not for the live streams and haven't gotten an answer yet Also: Although traditional roles are present, players should not feel branded by their primary archetype.[2][4] I'm still going to stand by I hope what you say isn't the case, huge missed opportunity if it is.... Yes, the idea is that the primary archetype sets your initial role (the "Tank" tanks, the "Cleric" heals, etc), but the secondary class blurs the line of these hard set roles. So a Tank/Mage will still tank but will be more of a damage dealer than a Tank/Tank. That's the general idea anyway, we'll have to see what happens when the augment system gets implemented.
SirChancelot11 wrote: » bloodprophet wrote: » Podgnil wrote: » 8 classes is more then enough, for good rpg enough 5 classes mage, ranger, assasin, fighter and cliric. Main question: can intrpd balance classes and subclasess and make them diferences really important. Because even one different spell can change game play, ure will craft and seek another armor, u will have another role in dungeon, and pvp gamestale. MAIN is balance them and make unique. In balance I mean not equil dps for dd and equil heal for heals, I mean thet every class be usefull in some game aspect and people will not play in same builds, stat caps and equip. For example rogue/rogue is best in instant mele dmg, and can awesome burst the target and rogue/cliric have less instant and tunel damage but have lifesteal. So one will have equip to be glass canon, and second focus on long fights and surviving, some heal perks on equip and etc. Your primary archetype will set your role. Tank will tank and Cleric will heal.https://ashesofcreation.wiki/Roleshttps://ashesofcreation.wiki/Archetypes I keep asking whether that is true or not for the live streams and haven't gotten an answer yet Also: Although traditional roles are present, players should not feel branded by their primary archetype.[2][4] I'm still going to stand by I hope what you say isn't the case, huge missed opportunity if it is....
bloodprophet wrote: » Podgnil wrote: » 8 classes is more then enough, for good rpg enough 5 classes mage, ranger, assasin, fighter and cliric. Main question: can intrpd balance classes and subclasess and make them diferences really important. Because even one different spell can change game play, ure will craft and seek another armor, u will have another role in dungeon, and pvp gamestale. MAIN is balance them and make unique. In balance I mean not equil dps for dd and equil heal for heals, I mean thet every class be usefull in some game aspect and people will not play in same builds, stat caps and equip. For example rogue/rogue is best in instant mele dmg, and can awesome burst the target and rogue/cliric have less instant and tunel damage but have lifesteal. So one will have equip to be glass canon, and second focus on long fights and surviving, some heal perks on equip and etc. Your primary archetype will set your role. Tank will tank and Cleric will heal.https://ashesofcreation.wiki/Roleshttps://ashesofcreation.wiki/Archetypes
Podgnil wrote: » 8 classes is more then enough, for good rpg enough 5 classes mage, ranger, assasin, fighter and cliric. Main question: can intrpd balance classes and subclasess and make them diferences really important. Because even one different spell can change game play, ure will craft and seek another armor, u will have another role in dungeon, and pvp gamestale. MAIN is balance them and make unique. In balance I mean not equil dps for dd and equil heal for heals, I mean thet every class be usefull in some game aspect and people will not play in same builds, stat caps and equip. For example rogue/rogue is best in instant mele dmg, and can awesome burst the target and rogue/cliric have less instant and tunel damage but have lifesteal. So one will have equip to be glass canon, and second focus on long fights and surviving, some heal perks on equip and etc.
Noaani wrote: » TrUSivraj wrote: » You have 9 primary skills. U get a subclass. U augment 9 skills into different versions of those 9 skills. The end. Actually, this isn't how it will work - not as far as we know, anyway. As far as we know currently, you gain skill points as you level. Skill points can be used to obtain new skills, improve existing skills (increase ranks), or augment skills with what augments you have available. Based on this, you are unlikely to augment all of your skills. This means a Necromancer is going to have many skills exactly the same as a Beastmaster.
TrUSivraj wrote: » You have 9 primary skills. U get a subclass. U augment 9 skills into different versions of those 9 skills. The end.
Ironhope wrote: » Vhaeyne wrote: » You guys are setting yourself up for disappointment and I hate to see it. It's not the fault of the people but the fault of intrepid for using words like ''class'' with apparently no justification. If I make a Pizza Restaurant and you come expecting Pizza but I tell you you misunderstood, is it your fault? No.
Ironhope wrote: » It's not the fault of the people but the fault of intrepid for using words like ''class'' with apparently no justification. If I make a Pizza Restaurant and you come expecting Pizza but I tell you you misunderstood, is it your fault? No.
Ironhope wrote: » But what about people who do want a ''locked class fantasy'' (by that I'm guessing you mean a well established fantasy for a class) and get disappointed? What about them?
Ironhope wrote: » bloodprophet wrote: » Why? Choices should matter and letting everyone do everything means nothing matters. Choices should matter, exactly. So if you choose to be a cleric dps (dps focused hybrid where the main % of the performance comes from the damage being deal and the rest of the % performance comes from support spells) shouldn't that matter?
TrUSivraj wrote: » Ironhope wrote: » bloodprophet wrote: » Why? Choices should matter and letting everyone do everything means nothing matters. Choices should matter, exactly. So if you choose to be a cleric dps (dps focused hybrid where the main % of the performance comes from the damage being deal and the rest of the % performance comes from support spells) shouldn't that matter? Healers can't main dps Dps can't main heal Either can't main tank Tanks can't main either Drill this in our heads, and you'll be alot happier going forward, knowing what you subspec into is only going to give you the illusion of being a hybrid class, but will ultimately fall short to any class tailored to actual dmg dealing/healing/tanking. Your cleric/fighter is going to be a healer first, and have some offensive skills in the mix that will more or less allow you to be a bit more aggressive, but in no way to the point of ever being capable of outdpsing a fighter/cleric, who also can never heal as well as you.
Wandering Mist wrote: » TrUSivraj wrote: » Ironhope wrote: » bloodprophet wrote: » Why? Choices should matter and letting everyone do everything means nothing matters. Choices should matter, exactly. So if you choose to be a cleric dps (dps focused hybrid where the main % of the performance comes from the damage being deal and the rest of the % performance comes from support spells) shouldn't that matter? Healers can't main dps Dps can't main heal Either can't main tank Tanks can't main either Drill this in our heads, and you'll be alot happier going forward, knowing what you subspec into is only going to give you the illusion of being a hybrid class, but will ultimately fall short to any class tailored to actual dmg dealing/healing/tanking. Your cleric/fighter is going to be a healer first, and have some offensive skills in the mix that will more or less allow you to be a bit more aggressive, but in no way to the point of ever being capable of outdpsing a fighter/cleric, who also can never heal as well as you. Let's not make assumptions, as we don't know what each class can and cannot do. A lot of it depends on what kind of augments we get and how the content is balanced.
Noaani wrote: » If you are a Necromancer and I am a Beastmasster, if we both opt for the same equipment and place our skill points on getting and improving the same abilities, and then only use augments we both got from our race, religion and/or social organization (we picked all three of these the same), then we would be identical. You're a Necromancer, I am a Beastmaster, but since neither of us in this scenario used any secondary class augments, they play no part at all in our build. Since everything else we picked as the same, we are the same. Sure, it is unlikely that two people would be exactly the same as you have said, but that is due to personal choices, not due to the class system.
SirChancelot11 wrote: » TrUSivraj wrote: » Ironhope wrote: » bloodprophet wrote: » Why? Choices should matter and letting everyone do everything means nothing matters. Choices should matter, exactly. So if you choose to be a cleric dps (dps focused hybrid where the main % of the performance comes from the damage being deal and the rest of the % performance comes from support spells) shouldn't that matter? Healers can't main dps Dps can't main heal Either can't main tank Tanks can't main either Drill this in our heads, and you'll be alot happier going forward, knowing what you subspec into is only going to give you the illusion of being a hybrid class, but will ultimately fall short to any class tailored to actual dmg dealing/healing/tanking. Your cleric/fighter is going to be a healer first, and have some offensive skills in the mix that will more or less allow you to be a bit more aggressive, but in no way to the point of ever being capable of outdpsing a fighter/cleric, who also can never heal as well as you. It's on the wiki A quote from a live stream "Although traditional roles are present, players should not feel branded by their primary archetype.[2][4]" That gives me the impression that it could be flexible... Sidenote: please don't talk like you KNOW the answers when we don't have enough info. I fully accept that we don't know yet, and I am content with waiting. All of this is merely conjecture. This is why I use the phrase I HOPE that there is more flexibility.
TrUSivraj wrote: » Healers can't main dps Dps can't main heal Either can't main tank Tanks can't main either Drill this in our heads, and you'll be alot happier going forward, knowing what you subspec into is only going to give you the illusion of being a hybrid class, but will ultimately fall short to any class tailored to actual dmg dealing/healing/tanking. Your cleric/fighter is going to be a healer first, and have some offensive skills in the mix that will more or less allow you to be a bit more aggressive, but in no way to the point of ever being capable of outdpsing a fighter/cleric, who also can never heal as well as you.
SirChancelot11 wrote: » Noaani wrote: » TrUSivraj wrote: » You have 9 primary skills. U get a subclass. U augment 9 skills into different versions of those 9 skills. The end. Actually, this isn't how it will work - not as far as we know, anyway. As far as we know currently, you gain skill points as you level. Skill points can be used to obtain new skills, improve existing skills (increase ranks), or augment skills with what augments you have available. Based on this, you are unlikely to augment all of your skills. This means a Necromancer is going to have many skills exactly the same as a Beastmaster. Ok, but if I only unlock a few skills I could augment everything couldn't I? If I put skill points into unlocking every ability available, no I can't augment every one. But if I only unlock half, I should be able to augment that half... At least that's the way I've been reading that. And it's ok if Necro and BM have similar abilities if they are 'support' abilities for your minions. Such as healing, or increase attack/move speed buffs... That still makes sense as they are summoners.
SirChancelot11 wrote: » It's on the wiki A quote from a live stream "Although traditional roles are present, players should not feel branded by their primary archetype.[2][4]" That gives me the impression that it could be flexible...