arkileo wrote: » Surely we should wait and see how the current plan plays out before declaring it as failed?
Garren wrote: » I did have the thought that the only melee dps that gets up in your face is the Fighter. Where is the Barbarian, or the Puglist/Monk? Will there be options for unarmed combat or fist weapons for the Fighter? Who knows. We got Combat Momentum with the Fighter. It basically acts like the Rage bar from WoW, but Barbarians should forego defense for pure offense, utilizing big weapons and an extra large health pool to be a bruiser but a true tank. We've seen the Fighter wear heavy armor, which is fine, but it shouldn't be the ONLY thing a fighter can do. Where is the medium armor dexterous Fiora from League of Legends, dancing around the field with a rapier; where is the bo staff Monk who channels chi into their body to make it super tough and unleashing fists of furry; where is the one hand swordsman, Kirito the Black Swordsman who focuses on speed and combo attacks with multiple slashes a minute? In my opinion the Fighter class could be so much more, and maybe it WILL become more. So I understand where the additional of a couple more base classes could be beneficial, but I know that would be a development nightmare. I just hope Intrepid continues to develop the class into offering multiple playstyles and for players to be individualized and unique. And I know they will.
Rippley wrote: » I think the overall takeaway here is that players WANT unique and flavorful multi-classes and there is serious doubt whether or not the augment system can deliver on that front
Rippley wrote: » I think the mirrored archetypes are the ones that make the most sense within the framework of the Augment system. In a true multiclass system like the one I have outlined in my own post. Bard/Tank and Tank/Bard are functionally identical and both yield the same multi-class. However in the augment system a Tank/Bard would have Tank stats and abilities with Augments that evoke the flavor of bard. While a Bard/Tank would have Bard stats and abilities with Augments that evoke the flavor of tank. So in those mirrored archetypes specifically, I find the Augment system to be a better design space.
Kilion wrote: » [Edited examples for better readability] I understand that this is nothing we can say for sure as of now, but my point is: There is no clear indication to me that augments are just skills cosmetics. And I am much more inclined to believe that rather than balancing classes through tweaking their skills all the time, they will adjust that by adjusting the encounters.
Azherae wrote: » Sorry, my native language is Erlang.
Lodrig wrote: » First off all the examples you gave and which Intrepid have given in the past are barely above the level of cosmetic changes, basically just procs for some additional elemental damage on skills, but in every example the core usage case, tactical impact and interactin with the rest of the kit remain the same. This would have no effect on playstyle as it is the kind of stuff that gear often allows in other games, such as having a sword do fire damage etc, no one would say that makes a fighter anything but a fighter. Intrepid has shown that their engine has the capability to make radical changes to base skills, but none of the design documentation shows a willingness to use that capability for anything but cosmetic and flavor variation.
Me wrote: "Chilling Mend" (Ice) - still restores health, but also reduces burn/fire stacks on the target, also creates a small burst that deals cold damage around the target and appies a stack of chilled.
Me wrote: "Firey Mend" (Fire) - still heals, also reduces stacks of cold effects on the target and creates a small aura of AoE fire damage (like 2seconds)
Me wrote: "Crackling Mend" (Thunder) - still heals and reduces static charges or reduces effect time of something like stagger or stun. Also explodes for a small amount of lightning damage - if a stack is removed this way, damage of the explosion is increased; if a hard cc is broken by the Mend the damge increase is even higher. Or it could add additional lightning damage to the targets next 3-5 weapon attacks.
Me wrote: "Distorting Mending" (Void) - heals and creates a small spacial shock around the target. Nearby enemies of the target become rooted if they were staggered, they become stunned if they were rooted (for the remainder of the root time) and if they had no debuffs on them their movement speed is decreased by 20-35% for 1-2s.
Azherae wrote: » I don't know if those designing this at Intrepid still need to hear this, but since we've had multiple threads recently: My group and I still believe you can do this to our satisfaction, team. Whether that's because we're easy to please, or other people just don't have the same type of imagination, barely matters, right? If you're at the point where you have a goal and are working toward it, we're behind it all the way. I haven't yet seen a counterpoint from any poster that could convince me that the course needs to change, all my 'doubts' are based on the fact that it's taking so long, and maybe theirs are too. I do agree that if you don't think you can do this, or you are still struggling with it, you need to tell us, soon, and maybe consider these threads to be important, but our feedback is that if you are just keeping things close to the chest, or still gathering data from the many games that do this well, or even just 'tuning it so that it doesn't overwhelm certain types of player', keep going. It's not even 'we really want to experience this because it seems so cool and novel'. It's definitely in the 'why are people reacting like this to something that is so common/relatively easy?' pile. So keep poking at the MOBAs, and the Nippon Ichi Software games, and Dragon Warrior, and TL, and the good Diablo games, and push on.
iccer wrote: » Kilion wrote: » I read through the other comments, it seems that there is serious doubt in the impactfulness of augements in general. And I understand that we do not know for sure but here is my take on: And the thing is, this is only the case because we haven't seen anything yet, or really heard much about it. I really like your examples, and that's pretty much what I also would think is the goal of this system. And I am a big fan of that. However, I'm cautiously optimistic, because I've been disappointed already with some feature showcases, and I wouldn't be surprised if they changed their mind about how much of an impact augments will have. Or rather, maybe I had envisioned it differently. Also to add to it: How many abilities are we going to end up having on the skill bar? 10? 15? I feel like class augments should apply to maybe half of those, your main abilities basically, or rather, those abilities you use most often. We also have several other augment types that are not tied to the class/archetype system.
Kilion wrote: » I read through the other comments, it seems that there is serious doubt in the impactfulness of augements in general. And I understand that we do not know for sure but here is my take on:
Azherae wrote: » Aszkalon wrote: » AirborneBerserker wrote: » Fixing the Class system The Title itself SC~REEEEEEEEEEEAAAAAAAAAAAAMS with Confidence and Conviction that You can probably do a better Job for the Class System than the Company who worked on for noticeably longer than half a Decade, Berserker. Not so much 'better' as 'different'. OP just wants a more restrictive game style, normally found in the 'Asian' MMORPG side of things. There are/will be games for them, which are likely to release around the same time as Ashes anyway.
Aszkalon wrote: » AirborneBerserker wrote: » Fixing the Class system The Title itself SC~REEEEEEEEEEEAAAAAAAAAAAAMS with Confidence and Conviction that You can probably do a better Job for the Class System than the Company who worked on for noticeably longer than half a Decade, Berserker.
AirborneBerserker wrote: » Fixing the Class system
AirborneBerserker wrote: » iccer wrote: » Kilion wrote: » I read through the other comments, it seems that there is serious doubt in the impactfulness of augements in general. And I understand that we do not know for sure but here is my take on: And the thing is, this is only the case because we haven't seen anything yet, or really heard much about it. I really like your examples, and that's pretty much what I also would think is the goal of this system. And I am a big fan of that. However, I'm cautiously optimistic, because I've been disappointed already with some feature showcases, and I wouldn't be surprised if they changed their mind about how much of an impact augments will have. Or rather, maybe I had envisioned it differently. Also to add to it: How many abilities are we going to end up having on the skill bar? 10? 15? I feel like class augments should apply to maybe half of those, your main abilities basically, or rather, those abilities you use most often. We also have several other augment types that are not tied to the class/archetype system. So Azherae wrote: » Aszkalon wrote: » AirborneBerserker wrote: » Fixing the Class system The Title itself SC~REEEEEEEEEEEAAAAAAAAAAAAMS with Confidence and Conviction that You can probably do a better Job for the Class System than the Company who worked on for noticeably longer than half a Decade, Berserker. Not so much 'better' as 'different'. OP just wants a more restrictive game style, normally found in the 'Asian' MMORPG side of things. There are/will be games for them, which are likely to release around the same time as Ashes anyway. Again I never said change the system, please reread my Post. The biggest change I suggested was change the focus from sub classes to base classes. That not a different Design change.
Leonerdo wrote: » I feel like there might be too much attachment that people (myself included) have already developed to the "existing" augment/class designs. Even though they don't really exist yet... Doesn't Intrepid want us to give feedback and tell them when we think their design direction is flawed? Especially before they waste a bunch of work on it? I think people here have clearly identified two potential flaws to the whole system: 1) The 64 subclasses are not likely to feel unique enough. And 2) it might take way too long to make as many augments as Intrepid supposedly wants. (Although I think people might be misinterpreting the "4 augment paths" thing. It's probably just 4 "trees" not 4 augment choices for every single ability. Still, that's a heavy cost for something that might feel shallow or redundant in the end.) And of course, balance might be an issue, but it's entirely secondary to the others. If classes feel unique and augments aren't infeasibly numerous in the first place, then balancing them afterwards shouldn't be too tall of an order.
AirborneBerserker wrote: » Telling a player after what will be probably months of play time, they get some extra particles when they twirl their sword now isn't enough or a passive effect, isn't exactly ground breaking.
AirborneBerserker wrote: » I'm worried about people being upset because the class they were promised is a sub class.
AirborneBerserker wrote: » I'm worried that the lack of playstyles will amount to lower sales on launch.
Kilion wrote: » Do we even know anything about the augmentations that clearly shows the focus? I mean, I theorycrafted most of what I said about augmented skills to highlight what I would expect an impactful but core-preserving augment system to look like, within the confines of what Intrepid had told us. Which is mainly [from the tank livestream I think] that skills were designed as modular packages allowing for parallel development of its different components and Stevens statements regarding maintenance of the core mechanic of the original skill and adding/exchanging some of its effects. So I don't know whether it will actually end up being the way I pointed out in my examples, but to me it feels like this would be the direction.@Vaknar , @StevenSharif help a brother out here and rate my Mend example (on page 1, 14th comment) in terms of how close this is to the intent you have with the augment system
Dygz wrote: » AirborneBerserker wrote: » Telling a player after what will be probably months of play time, they get some extra particles when they twirl their sword now isn't enough or a passive effect, isn't exactly ground breaking. By design, Augments are more than just extra particles. Tell us you don't understand Secondary Archetypes without telling us you don't undertsand Secondary Archetypes.