Ludullu_(NiKr) wrote: » Steven has already flipflopped on their value, and he's done so before even knowing what they'll be, so I see no reason why he couldn't just flipflop back and say "augments will just make small changes to the ability". Also, even if augments do make huge changes, your argument doesn't work, because at some point in your character's progression you'd get to a point where new augments introduce big changes that make your character feel like something different.
Lodrig wrote: » For example the mage augments we have been told of Ice, Fire, Electric are all Flavor based and not PlayStyle. No one who plays a pure Mage envisions themselves defined by elemental damage type, they think of the playstyle, Big AoE's, Single target Nukes, Area control, or Jack of All, which is still all within what we would consider a pure glass cannon Mage/Mage. Thouse are the revelent playstyles of Mage that people really care about. So a Mage/Mage augment set needs to give us the diversity of Mage types not just slapping some elemental flavor ontop of skills.
Lodrig wrote: » This is why I do not think it's going to be viable to have the same 4 augments vailable to every Base archetypes which picks a specific secondary. They will need to be customized, not nessarily 4 unique augments per class to produce 64x4 (512) augments. Many augments will like 'work' (in the sense of being a good Stylistic extension of the base archetype across many classes maybe dropping the total to100 different augment, still a big increase from 4 augments x 8 which gives only 32 total augments. Ultimatly the same number of skill/augment combinations need to be designed and tested.