Bullvinne wrote: » Ah I will look into Passive Skill points! I knew about most of those augments. Is there a link to the info on cosmetics that change the appearance of skills?
Bullvinne wrote: » I am just wondering if every Spellsword, Shaman, (insert Class here) will be roughly identical as the next, or if the augment system is grand enough to accommodate different play styles inside the same class?
Taleof2Cities wrote: » We don't know the answer to that yet, @Bullvinne, as the classes/archetypes are still in development. Steven is giving us conservative answers right now ... meaning the secondary augment will only add "flavor" to the player's primary archetype. On the other hand, Intrepid has under-promised and over-delivered on other aspects of the game. Like the environmental and climate changes for each biome (including deserts) based on the seasons. In the meantime, check out the Classes page from the wiki: https://ashesofcreation.wiki/Classes
BaSkA13 wrote: » Steven has already given an example of the Cleric as a primary or secondary archetype, they have (at least) two "trees": Life and Death. So I would imagine that every archetype has at least two trees they can dive into, maybe more, and hopefully not mutually exclusive.
Dummo wrote: » So in that regard every Spellsword will be a different Spellsword as well.
Bullvinne wrote: » So I know you start out as your primary archetype, and at level 25 you select your secondary archetype creating your "Class". I know you can then augment your abilities through your secondary archetype, as well as race and other sources. But other than secondary archetype choice and augments, has there been any other ways the devs have said that you will be able to grow/change your class? Feats, Talent Trees, Alternate Advancement Points, etc? I am just wondering if every Spellsword, Shaman, (insert Class here) will be roughly identical as the next, or if the augment system is grand enough to accommodate different play styles inside the same class?