AirborneBerserker wrote: » 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 "When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection." – Steven Sharif "The intent behind the augment system is not to provide new active abilities. They're intended to augment existing active abilities that are provided through your primary archetype; and so your secondary archetype selection completes your class selection, of which there's 64 types and you get augment skills that can apply certain attributes and mechanics to your existing active skills. So, if you have certain abilities, like a backstab as a Rogue primary archetype, and you take that healer secondary archetype selection, now the properties of your backstab will still remain the same as an active ability, however it might include things like life steal, or it might include things like susceptible weakness to the target, and reduces their healing because the definition of what those augments are intended to provide based on the archetype selected for the augments is within the schools of magic that live for that archetype: so a Cleric is about balancing life and death and the control of those types of hit points." – Steven Sharif 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. By design my statement of adding particles is closer to the truth then saying augments will create a different "class". So you're okay with the devs at the very least using misleading language to sell a product, but if I make a rhetorical statement because I've run out of ways of saying augments aren't enough that needs to be nipped bud right away. Got it.
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.
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.
Mag7spy wrote: » Crazy someone is saying its flawed without IS showing anything about it yet. And people having 0 evidence how its really going to work yet besides a few quotes like charge can be a teleport (which at that point it is less flavor and more of a skill having different functionality).
iccer wrote: » AirborneBerserker wrote: » 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 "When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection." – Steven Sharif "The intent behind the augment system is not to provide new active abilities. They're intended to augment existing active abilities that are provided through your primary archetype; and so your secondary archetype selection completes your class selection, of which there's 64 types and you get augment skills that can apply certain attributes and mechanics to your existing active skills. So, if you have certain abilities, like a backstab as a Rogue primary archetype, and you take that healer secondary archetype selection, now the properties of your backstab will still remain the same as an active ability, however it might include things like life steal, or it might include things like susceptible weakness to the target, and reduces their healing because the definition of what those augments are intended to provide based on the archetype selected for the augments is within the schools of magic that live for that archetype: so a Cleric is about balancing life and death and the control of those types of hit points." – Steven Sharif 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 understand Secondary Archetypes. By design my statement of adding particles is closer to the truth then saying augments will create a different "class". So you're okay with the devs at the very least using misleading language to sell a product, but if I make a rhetorical statement because I've run out of ways of saying augments aren't enough that needs to be nipped bud right away. Got it. Scroll down and read the whole wiki page while you are at it. There are a few more things that describe how augments will work. Nobody has ever argued that augments will create a different class, with totally unique set of abilities and mechanics. Your class = combination of 2 archetypes. Fighter is not a class, but an archetype.
AirborneBerserker wrote: » 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 "When you reach the class phase, which is around level 25 and you introduce that secondary archetype selection to create your one of 64 classes, then you'll have a number of augments that you'll be able to apply on a per-ability basis; and your core ability kit comes from your primary archetype selection; and those augments will change the look and feel of those abilities; and some will have the affect to create more darker thematic aspects to it. Or just generally different aesthetics to the abilities that represent the secondary [archetype] selection." – Steven Sharif "The intent behind the augment system is not to provide new active abilities. They're intended to augment existing active abilities that are provided through your primary archetype; and so your secondary archetype selection completes your class selection, of which there's 64 types and you get augment skills that can apply certain attributes and mechanics to your existing active skills. So, if you have certain abilities, like a backstab as a Rogue primary archetype, and you take that healer secondary archetype selection, now the properties of your backstab will still remain the same as an active ability, however it might include things like life steal, or it might include things like susceptible weakness to the target, and reduces their healing because the definition of what those augments are intended to provide based on the archetype selected for the augments is within the schools of magic that live for that archetype: so a Cleric is about balancing life and death and the control of those types of hit points." – Steven Sharif 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 understand Secondary Archetypes. By design my statement of adding particles is closer to the truth then saying augments will create a different "class". So you're okay with the devs at the very least using misleading language to sell a product, but if I make a rhetorical statement because I've run out of ways of saying augments aren't enough that needs to be nipped bud right away. Got it.
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 understand Secondary Archetypes.
Touka_RAIKIRI_Todo wrote: » Tons of responses, but as soon as i saw the 8x8 class system I thought of DnD where you can multiclass etc. For them to have 64 options in Alpha is crazy. I think it would be best to let them flesh out the entire system and try to find something you like rather than forcing your gameplay ideals down everyones throats.
AirborneBerserker wrote: » I'm worried about people being upset because the class they were promised is a sub class. I'm worried that the lack of playstyles will amount to lower sales on launch.
RocketFarmer wrote: » Fix implies it’s broken. It isn’t even built yet. Think there’s a fundamental misunderstanding over this project. Intrepid is giving you access to the development of an MMORPG in the mold of old style games. They are not having the fans make decisions about how the game will be made. Oh they may consider feedback and might even have polls on subjects, but they aren’t designing the game based on what you or I suggest. They might like an idea or two, but an entire class system isn’t up for discussion. We can talk about it, sure, but may as well to do that on Reddit, the cesspit that it is. The class system they are using is based on a previous game that Steven likes and played. Believe that game ended up with 128 “classes”. While Stephen has roots in D&D and Pathfinder, this isn’t those games. Wow ain’t it either.
Aszkalon wrote: » People should realize there is a bit of a catch. So many Classes ? At Launch ? I wouldn't be surprised if there would never be as many actual "Classes" in any MMO that might still come out in our Lifetimes.
AirborneBerserker wrote: » Mage, Monk, Fighter, Shaman are all classes. While some of them are similar they all have different playstyles, different armor, different weapons, different spells and abilities.
Ludullu_(NiKr) wrote: » AirborneBerserker wrote: » Mage, Monk, Fighter, Shaman are all classes. While some of them are similar they all have different playstyles, different armor, different weapons, different spells and abilities. How is monk different from a fighter? How is shaman different from a mage?
AirborneBerserker wrote: » Your right no differences between those classes at all.
Ludullu_(NiKr) wrote: » AirborneBerserker wrote: » Your right no differences between those classes at all. It was a genuine question. I got no clue what you mean by monk or shaman, because I never played seen what those classes do or how they different from a melee physical dps and a ranged magic dps.
Arya_Yeshe wrote: » lol, let me see one more topic about advice about how to fix the game
George_Black wrote: » You dont know the difference between the words class and role?
Solvryn wrote: » Arya_Yeshe wrote: » lol, let me see one more topic about advice about how to fix the game Almost pretentious isn't it, thinking that the class system needs fixed when it's not broken. Almost like borderline narcissistic comments like, "Intrepid you can still redeem yourselves in our eyes", like they're aren't some rando on the internet.