Ironhope wrote: » Noaani wrote: » Your suggestion is akin to the people that come in here and ask for PvE servers because they dont like PvP. I can only conclude that you misunderstood what I suggested and did so in a very dramatic way.
Noaani wrote: » Your suggestion is akin to the people that come in here and ask for PvE servers because they dont like PvP.
Azherae wrote: » I'm saying that it probably already does this. If you're happy with that, that's fine.
Azherae wrote: » Your issue was noted as 'wanting to be a heavy armor DPS Cleric' right? Just do that. Take Cleric skills that match up with that, use passives that match that, equip weapons that match that.
Azherae wrote: » Note that I still agree with you that level 25 is 'too long to wait'. But if you are at level 15 and you chose 8 skills that 'Are good for a DPS Cleric' then you already got what you wanted.
Azherae wrote: » I don't think playing Fighter would even make you end up as a Ret Paladin, compared to playing Templar.
Noaani wrote: » You asked for a way for players to gloss over the fact that they are playing a given class, so that they can imagine instead that they are playing a subclass within that class.
Noaani wrote: » Players shouldnt be spending the first 20 levels trying to "feel" like they are playing a specific class, and they absolutely should not need to use 'talents' to achieve that.
Noaani wrote: » Players already have a means to gradually move in to their secondary class, it just starts AFTER they pick said secondary class.
Noaani wrote: » I mean, your abilities aren't changing when you pick your secondary class,
Noaani wrote: » You are essentially asking for that to happen before you have a secondary class,
Noaani wrote: » meaning players will be able to have archwizard as their secondary, but still have some flavor of warlock from this idea of yours.
Noaani wrote: » Further to that, if Intrepid were to do this, it would require players be presented with 8 'talent' options per ability, that list both the effects the 'talents' have, as well as the subclass they are designed to give the feeling of.
Azherae wrote: » Or, DPS Cleric will just WORK and there is some group out there where you fit perfectly. Point is, that 'problem' isn't the one you care about here. You care about 'feeling like a Templar'.
Azherae wrote: » 2Handed Hammer. Heavy Armor. Judgement, Castigation, Judgement II, passives that make you hit harder. If you can't DPS at that point, that is your problem, not 'do you feel like/appear to be a Templar'. If Ashes' MAIN skill Trees for Cleric don't allow you to choose a group of skills that fall under your class fantasy of 'Templar'. It doesn't matter what your Augments do exactly. You mostly want those because they probably offer more useful effects/changes to the TYPE of skills a Templar picks, theoretically you shouldn't need them. It's like being able to choose 'Judgement IV' at level 25 and having your "Judgement IV" be a Templar-exclusive version. You already did the 'usual thing' and raised Judgement up to Judgement III by then, probably. EDIT: Fixed 'choices' because I'm too ranty to remember how BBCode works.
Ironhope wrote: » And that's unfair for the rpg players who would opt for that fantasy. Same goes for warlocks, shamans, paladins, etc
Noaani wrote: » This right here is - imo - the root of your problem. You are trying to fulfill a pre-existing fantasy in a word that is designed to create it's own. Why would you go in to Ashes looking for a WoW RP experience? If you want a WoW RP experience, play WoW. If you want to play Ashes, let it create it's own class themes, rather than trying to push yours on to it.
Noaani wrote: » None of the above are wrong, and it is up to Intrepid to decide what they want a Verra warlock to be.
Noaani wrote: » You seem to be expecting each class in Ashes to conform to your assumption about them.
Noaani wrote: » This is why developers tend to guide players through that period far more strictly than other aspects of the game
Noaani wrote: » If your suggestion has any effect on the abilities at all, then it is just going to cause confusion. If a player picks the warlock 'talent' because they want that specific effect that it adds to their ability, but then opts instead to pick Archwizard as a secondary, they then - according to you - lose that effect they wanted on that ability.
Ironhope wrote: » A warlock is a dark magic, demon summoning caster.
Noaani wrote: » My dude, that is a Blizzard warlock.
Ironhope wrote: » You're not allowed to play your class (fantasy + gameplay style) of choice for 25 levels while others can from the start. That is unfair to say the least.
NiKr wrote: » This would then imply that all the people who'd want to play their archetype as their main "class" would never be able to come back to it after those 25 lvls. Which in the grand scheme of things is barely even 1% of the overall gameplay time.
NiKr wrote: » And no doubling down on the same archetype wouldn't let you play your preferred "class".
NiKr wrote: » I want to play Tank, but if I want to play optimally I'll have to get a secondary archetype and change from Tank to something else. That is unfair to say the least.
Ironhope wrote: » Well, you can from level 1. You can keep said fantasy after 25 by choosing tank again. Somebody who wants to start his adventure as a warlock for example can't. He has to level a mage to 25. Which is weird and unfair.
Ironhope wrote: » While I love the concept of mixing base archetypes to obtain classes, I feel that the inability to start off (from lvl 1) as the class (fantasy-gameplay style) you want is going to be a pretty bitter pill to swallow for a lot of mmo-rpg fans. You're probably going to have hundreds of thousands of people who are going to come into this and be like ''okay I want to start playing a warlock/dps holy knight/death knight/shaman/etc'' and find out... they just can't. Which is a particularly bitter pill to swallow when the whole game is... well, an RPG. A game where you get to form a personal connection with your character, with the first levels being the most critical-enjoyable in any case, serious period in this relationship. And with the system as it is... well, that connection is sabotaged early on because you just can't play the class (fantasy/gameplay style you want). For example, to play a dps holy knight (equivalent of WoW's retribution paladin) I will have to level a fighter (warrior) to level 25... but I don't want to play a warrior to that level, I want to play a dps melee heavy armour cleric. But if I play a melee heavy armour cleric I will never end up as a dps class. So it's just a profoundly flawed system from this point of view and I'm aware there is no way this is going to change in any SIGNIFICANT WAY but... but, hear me out can we at least put some honey on the bitter pill? Can we add some early on, holy/shadow/elemental/etc magic to the leveling warrior, cleric, mage, etc? so that, a fighter wanting to end up as a highsword (equivalent of retribution paladin) can get some holy healing/dps/magic absorption spells earlier on? Or a mage wanting to end up as a warlock can use shadow magic from early on, maybe have a cruse added to some of his spells, maybe even summon an imp or something under certain conditions. I think that would at least help a bit.
Ironhope wrote: » You're not allowed to play your class (fantasy + gameplay style) of choice for 25 levels while others can from the start. That is unfair to say the least. I suggested talents slowly allow you to morph at least partially until the lvl 25 major choice, into that said class, at least to some visual degree if nothing notable gameplay wise. What is wrong with that?