Noaani wrote: » I would hope there are areas in which some classes are better than others. The obvious example of this is undead. There should be classes that do more damage to them. This would create a natural situation where those classes are better in those areas than other classes. I don't really see any way to make all classes equally viable in all areas without making either all classes bland, or without making all content bland. As such, I hope they don't even try to do this, but rather focus on giving all primary classes roughly equal weight in areas where they are better than normal.
Myosotys wrote: » I've read that AOC's gameplay wanted to avoid the appearance of populated areas according to level by giving importance to all areas, regardless of level. Which is a good thing. But what about the usefulness and practicability of zones according to class? Will all classes be equivalent in PVE in all areas? Or will certain zones be de facto reserved for certain classes? It seems logical to me that mobs that only attack in close combat should be farmed more by tanks or range classes. The strategy followed will also have an impact on PvP, with classes with advantage or disadvantage when fighting surrounded by mobs. It also has a significant impact on the economy, with certain materials easy to obtain for some classes and much harder to obtain for others. Do you know what's planned?
Saabynator wrote: » I think people will farm on the strengths of the mob. if there is an annoying poison move or something, they wont farm there. There might be a specific mob that wizards are good at, because they die in a nuke or two. Ranger wont farm a specific mob because they instantly charge after a shot. But in general, I would think its probably more the location, lootdrop and general strengths of the mobs. Not if they are ranged or melee.
Myosotys wrote: » Noaani wrote: » I would hope there are areas in which some classes are better than others. The obvious example of this is undead. There should be classes that do more damage to them. This would create a natural situation where those classes are better in those areas than other classes. I don't really see any way to make all classes equally viable in all areas without making either all classes bland, or without making all content bland. As such, I hope they don't even try to do this, but rather focus on giving all primary classes roughly equal weight in areas where they are better than normal. The example of the undead is indeed a good one. I expect Clerics and especially High Priests and Templars to be excellent against the undead, and to survive for hours in areas where other classes (none Cleric) wouldn't last one minute alone. But strangely enough, there's very little documentation on undeads in the Wiki and clerics don't seem to have any specific skills/spells against them.
Myosotys wrote: » Saabynator wrote: » I think people will farm on the strengths of the mob. if there is an annoying poison move or something, they wont farm there. There might be a specific mob that wizards are good at, because they die in a nuke or two. Ranger wont farm a specific mob because they instantly charge after a shot. But in general, I would think its probably more the location, lootdrop and general strengths of the mobs. Not if they are ranged or melee. So you think every class should be able to farm/xp equally whatever the area ?
Myosotys wrote: » Homogeneous Area's
Aszkalon wrote: » Myosotys wrote: » Homogeneous Area's In one and only " ONE " Factor of the Game, i think being "homogeneous" is an important Factor. -> If you want a Node to look for Example "very Dwarvish" - as in "classical Dwarvish" - you. WILL. need. a clear Majority of Dunir Dwarf Players there who complete most of the Quests. " If " i have understood this right, that is when the racial Identity/Culture of these Players who do the most Quests for the Node - mostly influence the cultural/racial Look and Identity - of the Node. And when You want for Example be part of a VERY Viking-/Nord-/Skellige-like looking Node, WELP !!! Then you WILL. need. an overwhelming Majority of the Players doing Quests and Stuff for that Node, being Kae'lar Humans. It will look more Persian/Arabian when it's Vaelune-Humans. I am afraid we might " NEVER " - EVER - see a good, strong, huge, powerful Kae'lar Node in Ashes of Creation if my Worries are strong enough. And that will be - because "Politics" influenced People's Brains to much in the last +13 Years to start hating and loathing white People. But who knows ? Maybe i am just to pessimistic. Maybe when Ashes "should" release one Day -> MAAAYYYBE we can get like +500 to +1000 or more Players together who all want to live and create the NORD/Skellige/Viking-Dream in around the Middle-Region of the World of Verra - where the Two coldest Biomes have their Home. >;-) The Words " Never give up/surrender " ring in my Ears. I think People can start to talk about it when Alpha Two will finally arrive and People will - finally - get in really great Numbers a good Impression of how Verra will actually be like. Yes. Even if it is just in Development still.
Myosotys wrote: » I was not talking about the race but the class. And I hope the world will NOT be homogeneous and that each class will NOT be able to farm every mobs and get every mats/ingredients themselves (or at least easy for some and difficult for others).
Aszkalon wrote: » When i saw the Presentation with the Minotauer-Camp and the Mage, i realised "Mages" are either super-careful there : or super-dead.
Azherae wrote: » I'm hoping this plays out moreso by build than by class, because that's the level of complexity I've come to expect from MMOs that I play for more than a month. DoT mages kill things like Crabs with high defense, low HP, average damage, high resistances. Burst mages kill things like Scorpions with decent-high defense, high HP, high damage, lower resistances (sleep-nuke methods) Quick-hit DPS kill things that fly with higher evasion or evasion skills that occasionally slow down or waste large-strike based DPS rotations. Big Hit DPS kill things that use berserk/frenzy style statuses (raise attack to lower phys defense) by having a CC response followed by just crushing them with big damage during the window. Standard stuff, I'm not sure I would call it 'high specificity' in a game like Ashes though. Even if your build in the moment matters a lot, having loadouts for different ways of approaching things even within the same class would let you decide before heading out. Sure, some classes will lack certain options, I'm not expecting my Dagger-spec Shadow Disciple to ever be bringing down Berserker style enemies efficiently, and might even struggle if I switched to Greatsword Templar or similar, but I don't much like the idea of the simplified 'oh well you're a Cleric so you should fight these'. That sort of thing can stay in the C-Tier games. I'm here for the A(shes)-Tier experience.