Dygz wrote: » We should be able to notice the effects of being hit in the back with an Ice Arrow without reviewing combat logs.
Song_Warden wrote: » I believe it won't be substantial because Steven stated we can only move the needle closer and not get an exact match. That dictates that the transition would be less than the whole. However, we can also get powerful augments from race, religion, social orgs etc which won't move the needle closer but might make the needle bigger.
Xeeg wrote: » Back to the original post, I think the 64 class design can work and if implemented correctly won't cause too much development time while creating a lot of versatility for the players. Hear me out. It sounds like much of the content in Ashes is going to be soft/hard gated behind certain archetypes or skills/abilities. However, 8 player group content will still need a way for most competent groups of 8 to be able to beat it. If each class has 8 sub archetypes/augment trees available to them, that's a lot of ways to approach the content. All of these options may allow us to replace a player here or there and still be able to adjust. Even if we can't get a perfect comp and there are 3 ranger mains and 2 bards, maybe we can still find a way through the augment system. A side effect of this approach is that when we go out in the world after redoing our augments and aligning builds, we might be tailored for specific content. A specific world boss, a specific dungeon, a caravan raid, an ore farming location, etc. This creates a huge variety of "sub metas" and is a great way of resolving some of the problems with metas in games. Especially with the threat of pvp always on the radar. However I still think the approach to augments as posted in the wiki doesn't really make sense. They can't attach "teleport" to 320 abilities. A far more sensible way is to group abilities into categories, and then template the ability for a given category. For example on a X/Mage, the "mobility" category abilities can have teleport or illusion attached to it. "Defensive" category abilities can have a shock shield or a fire shield. Makes way more sense to me and still fits in with the original design intent. It is much easier to design AND BALANCE a new "mobility" ability if you already know that it has to accommodate teleport, illusion, speed buff, invulnerability, and 28 other specific augments. They haven't really shown us archetype augments yet. People talk about seeing all the classes but this is something i would LOVE to see. A ranger and cleric with all the secondary augments and which ones are templated and shared stream. =D
Dygz wrote: » Combat Logs are there for individuals to be able to review their own tactics - should they choose to do so. They absolutely are not there for debates or arguments because they are intended for individual review; not for party review -- especially in the Ashes design.
Azherae wrote: » I think they've specifically said that not all Augment Schools can be attached to every skill, so we might be a bit more limited there. There's also the option to simply not have the Augment do 'what you'd expect'. For example, there's a Mage skill that does a line of earth damage and then knocks up (this may no longer be current but it's a general example), and applying 'Teleport' to this, might increase the knock-up, or teleport the enemy instead. This would lead to some situations where your augmented skill is LESS obviously useful (think 'Gift of the Magi + Teleport Augment causes the players to swap positions, which you might not always want) but you'd still have the options.
Song_Warden wrote: » SirChancelot wrote: » Song_Warden wrote: » It is 8 classes with 8 flavours each. I still think its a convoluted approach. There are so many games that could have influenced the class system, instead we get a half baked class system that's not DnD, not AA and not L2. It's a kind of halfway house and a half assed attempt at variety. We can't actually build how we want and we can't actually break from the base archetypes either. We don't actually know how much the secondaries will be able to push our effect the primaries. I'm hoping it's enough to make this system with while. I believe it won't be substantial because Steven stated we can only move the needle closer and not get an exact match. That dictates that the transition would be less than the whole. However, we can also get powerful augments from race, religion, social orgs etc which won't move the needle closer but might make the needle bigger.
SirChancelot wrote: » Song_Warden wrote: » It is 8 classes with 8 flavours each. I still think its a convoluted approach. There are so many games that could have influenced the class system, instead we get a half baked class system that's not DnD, not AA and not L2. It's a kind of halfway house and a half assed attempt at variety. We can't actually build how we want and we can't actually break from the base archetypes either. We don't actually know how much the secondaries will be able to push our effect the primaries. I'm hoping it's enough to make this system with while.
Song_Warden wrote: » It is 8 classes with 8 flavours each. I still think its a convoluted approach. There are so many games that could have influenced the class system, instead we get a half baked class system that's not DnD, not AA and not L2. It's a kind of halfway house and a half assed attempt at variety. We can't actually build how we want and we can't actually break from the base archetypes either.
Noaani wrote: » Dygz wrote: » Combat Logs are there for individuals to be able to review their own tactics - should they choose to do so. They absolutely are not there for debates or arguments because they are intended for individual review; not for party review -- especially in the Ashes design. No. You may well review your logs by yourself if you wish. However, everything in an MMORPG is to be shared among friends, should a player wish to do so. The suggestion otherwise is asinine.
SirChancelot wrote: » Noaani wrote: » Dygz wrote: » Combat Logs are there for individuals to be able to review their own tactics - should they choose to do so. They absolutely are not there for debates or arguments because they are intended for individual review; not for party review -- especially in the Ashes design. No. You may well review your logs by yourself if you wish. However, everything in an MMORPG is to be shared among friends, should a player wish to do so. The suggestion otherwise is asinine. I actually think that could be a good middle ground... Recorded logs and numbers for me, but not visible to you. That would be a solution to the argument that logs cause toxic interactions.
SirChancelot wrote: » I can go find it if you want, but I did a full collection of secondaries and augments quotes a while back, and there were a few that were more open-ended. Completely changing an abilities function was not off the table. The framework is there for them to make the changes as big or small as they want. Either way someone will complain though...
SirChancelot wrote: » I feel like the more powerful augments that cause those big changes will come from secondaries not those other categories. My understanding is they want the races to have distinct flavors, but don't want to make one 'autopick' for a class.