Iskiab wrote: » Sure, add more races after release. If they add more races they should definitely be races like goblins or Minotaurs. So far in AoC all the race choices are playing ‘The good guys’ and playing a bad guy would be fun.
RazThemun wrote: » Just play wow Dragonflight if you want to play a dragon.....
nanfoodle wrote: » Not sure if I did the Math right but adding one new class would make the playable options from 64 to 81 playable options. So one new class is another 17 new playable options that would need to be developed.
SirChancelot wrote: » nanfoodle wrote: » Not sure if I did the Math right but adding one new class would make the playable options from 64 to 81 playable options. So one new class is another 17 new playable options that would need to be developed. Math is right for number of combinations But as they have said before they aren't wholely unique classes. So they would be building 1 class, working out how to add the 8 existing flavors to it and how to apply that class to the eight existing archetypes... Honestly their system sounds cool, but feels like it will be a balancing nightmare...
Kilion wrote: » SirChancelot wrote: » nanfoodle wrote: » Not sure if I did the Math right but adding one new class would make the playable options from 64 to 81 playable options. So one new class is another 17 new playable options that would need to be developed. Math is right for number of combinations But as they have said before they aren't wholely unique classes. So they would be building 1 class, working out how to add the 8 existing flavors to it and how to apply that class to the eight existing archetypes... Honestly their system sounds cool, but feels like it will be a balancing nightmare... It would be 32 flavors as picking one archetype grants access to 4 schools of augmentation. And it would also mean 4 schools of aufmentation for 8 archetype skillsets. The thing about balancing is that Intrepid is not primarily concerned with all classes being equally strong. It was stated that the game will be balanced primarily from an 8-people-group perspective. So there is a chance that a Fighter-(Ice)Mage being stronger 1v1 than a Rouge+Fighter will never be adressed unless there are mechanics not fully applying (primarily the Rock-paper-scissors system not working properly). With that being said - if I remember correctly the whole topic of "balancing" will be only really come into focus during the Beta.
SirChancelot wrote: » I don't know if different schools of augments are going to give a class that different of a feel. I don't see fighter/mage with ice focus and fighter/mage with fire focus having enough of a difference to think they are two different classes.
SirChancelot wrote: » And yes I know there will be rock paper scissors match ups. What I meant by saying balancing nightmare is more geared towards player desirability. We already know that most people just will choose the most dmg or "best" at what they're going for.
SirChancelot wrote: » Some people will go for what is coolest or most fun looking/feeling to play.
SirChancelot wrote: » It's all great in theory, but if there is a school that is subpar compared to the others and literally nobody chooses it... Then why is it even there? Intrepid is going to have a hard time making every archetype into secondary into 4 different augment schools each feel worthwhile to someone so they don't just get outright ignored. I should have been more clear there, sorry.
Vaknar wrote: » Bringing this back to the idea of a dragon race - It can be fun to theorycraft! Even if a dragon race isn't planned for launch. If a dragon race were to be implemented, what would you have them look like? What would their lore be? How about their culture?
SirChancelot wrote: » Kilion wrote: » SirChancelot wrote: » nanfoodle wrote: » Not sure if I did the Math right but adding one new class would make the playable options from 64 to 81 playable options. So one new class is another 17 new playable options that would need to be developed. Math is right for the number of combinations But as they have said before they aren't wholely unique classes. So they would be building 1 class, working out how to add the 8 existing flavors to it and how to apply that class to the eight existing archetypes... Honestly, their system sounds cool but feels like it will be a balancing nightmare... It would be 32 flavors as picking one archetype grants access to 4 schools of augmentation. And it would also mean 4 schools of augmentation for 8 archetype skillsets. The thing about balancing is that Intrepid is not primarily concerned with all classes being equally strong. It was stated that the game will be balanced primarily from an 8-people-group perspective. So there is a chance that a Fighter-(Ice)Mage being stronger 1v1 than a Rouge+Fighter will never be addressed unless there are mechanics not fully applying (primarily the Rock-paper-scissors system not working properly). With that being said - if I remember correctly the whole topic of "balancing" will only really come into focus during the Beta. I don't know about that. If they made a new ninth archetype they would need 4 new augment flavors, sure. But the same 4 schools will be applied across the 8 existing archetypes. And then the new archetype would have combined with the existing 8. That's 17 new class combinations. I don't know if different schools of augment are going to give a class that different of a feel. I don't see fighter/mage with ice focus and fighter/mage with fire focus having enough of a difference to think they are two different classes. And yes I know there will be rock-paper-scissors matchups. What I meant by saying balancing nightmare is more geared toward player desirability. We already know that most people just will choose the most dmg or "best" at what they're going for. Some people will go for what is coolest or most fun looking/feeling to play. It's all great in theory, but if there is a school that is subpar compared to the others and literally nobody chooses it... Then why is it even there? Intrepid is going to have a hard time making every archetype into secondary into 4 different augment schools each feeling worthwhile to someone so they don't just get outright ignored. I should have been more clear there, sorry.
Kilion wrote: » SirChancelot wrote: » nanfoodle wrote: » Not sure if I did the Math right but adding one new class would make the playable options from 64 to 81 playable options. So one new class is another 17 new playable options that would need to be developed. Math is right for the number of combinations But as they have said before they aren't wholely unique classes. So they would be building 1 class, working out how to add the 8 existing flavors to it and how to apply that class to the eight existing archetypes... Honestly, their system sounds cool but feels like it will be a balancing nightmare... It would be 32 flavors as picking one archetype grants access to 4 schools of augmentation. And it would also mean 4 schools of augmentation for 8 archetype skillsets. The thing about balancing is that Intrepid is not primarily concerned with all classes being equally strong. It was stated that the game will be balanced primarily from an 8-people-group perspective. So there is a chance that a Fighter-(Ice)Mage being stronger 1v1 than a Rouge+Fighter will never be addressed unless there are mechanics not fully applying (primarily the Rock-paper-scissors system not working properly). With that being said - if I remember correctly the whole topic of "balancing" will only really come into focus during the Beta.
SirChancelot wrote: » nanfoodle wrote: » Not sure if I did the Math right but adding one new class would make the playable options from 64 to 81 playable options. So one new class is another 17 new playable options that would need to be developed. Math is right for the number of combinations But as they have said before they aren't wholely unique classes. So they would be building 1 class, working out how to add the 8 existing flavors to it and how to apply that class to the eight existing archetypes... Honestly, their system sounds cool but feels like it will be a balancing nightmare...
bloodprophet wrote: » Vaknar wrote: » Bringing this back to the idea of a dragon race - It can be fun for their craft! Even if a dragon race isn't planned for launch. If a dragon race were to be implemented, what would you have them look like? What would their lore be? How about their culture? EQ and EQ2 Sarnak are pretty cool. Lore and culture. Surprise me. Come up with something different and new. Several books I have read recently, for example, have had the Elves be murderous carnivores that make the Drow look tame.
Vaknar wrote: » Bringing this back to the idea of a dragon race - It can be fun for their craft! Even if a dragon race isn't planned for launch. If a dragon race were to be implemented, what would you have them look like? What would their lore be? How about their culture?
bloodprophet wrote: » Vaknar wrote: » Bringing this back to the idea of a dragon race - It can be fun to theorycraft! Even if a dragon race isn't planned for launch. If a dragon race were to be implemented, what would you have them look like? What would their lore be? How about their culture? EQ and EQ2 Sarnak are pretty cool. Lore and culture. Surprise me. Come up with something different and new. Several books I have read recently ,for example have had the Elves be murderous carnivores that make the Drow look tame.
daveywavey wrote: » The problem with a dragon race is that people would want them to be able to fly, which would detract from the No Flying Except For Big Cheese Guys thing.
Dezmerizing wrote: » daveywavey wrote: » The problem with a dragon race is that people would want them to be able to fly, which would detract from the No Flying Except For Big Cheese Guys thing. Depends. They could go the Faerun route (dnd) - Dragonborns that is a blessed bloodline for those worshipping dragons. No flight, but perhaps fire (or other elements) breath and budget gliding? Or the lizard type (example: Divinity Original Sin). No flight, just Dragon/lizardlike people in an appropriate climate. When it comes to Dragon humanoid vs. Dragon(like) with humanoid form, then I'd vote for the first. Because RP-wise, anyone can RP as a dragon in human form (if that is what they want). Giving people an actual race reflecting that would bring up a ton of balance Issues. A flightless Dragonborn race on the other side (like dnd Dragonborn) ... Not that different from regular races.