Ludullu_(NiKr) wrote: » AirborneBerserker wrote: » Monks attack more quickly, they are more evasion based, they tend to make good off tanks, great DPS, lighter armor, usually have some mobility skills(more for class fantasy then anything). Fighter attacks feel much heaver, they chunk HP rather then nip at it, they can be either a tank or DPS, heavy armor uses actual weapons not fists. And why couldn't a fighter/rogue and fighter/fighter be the same way? Obviously lore-wise AoC's classes won't match the naming scheme one to one, because Ashes is going for something different, but gameplay wise it'd be real similar. And if you care about the name - join the anti-Tank people and start campaigning for fighter/rogue's name to get changed to Monk.
AirborneBerserker wrote: » Monks attack more quickly, they are more evasion based, they tend to make good off tanks, great DPS, lighter armor, usually have some mobility skills(more for class fantasy then anything). Fighter attacks feel much heaver, they chunk HP rather then nip at it, they can be either a tank or DPS, heavy armor uses actual weapons not fists.
Ludullu_(NiKr) wrote: » George_Black wrote: » Monk and gladiator? Hand to hand martial artist and a a weapons specialist? So it was just weapons? Because I'd imagine that a fighter/tank would have more CCs and might even need a shield for some effects (though I personally highly doubt this), while a fighter/bard (or maybe fighter/summoner) would specialize in buffs/spirits. A tank that has debuff augments from a bard (something similar to SK) would be treated differently to a tank who took healing augments from a cleric (TK). This would be even more supported by the fact that we won't be able to have all of our abilities at the same time, cause there's not enough points for all of them, which lets Intrepid to design some abilities to be closer to some class augments. And all of this talk about how classes feel and stuff comes down to visuals and lore. And both of those things can be easily made for Ashes classes, in order to differentiate them more from each other. Wanting limited gear usability is wanting a different game. I keep talking about class gameplay exactly because it's the only thing that could be used as an argument against AoC's system, except so far I haven't seen a response that would prove that Intrepid's design can't provide a set of distinct classes. It'll sure as hell provide more choice and variance to the player than games like L2 did. And it'll decrease the amount of people that stop being able to play the game once the meta shifts away from their preferred class.
George_Black wrote: » Monk and gladiator? Hand to hand martial artist and a a weapons specialist?
AirborneBerserker wrote: » I've watched the fighter video the moves are to heavy and forceful you would need to mix the rogue abilites with the fighter abilities, but there not doing that. The name isn't that important.
George_Black wrote: » SK = tank and bard. You just like to talk for the sake of talking. Logic is not necessary for you. It's actually an obsticle.
George_Black wrote: » But there are restrictions for skill usage based on weapons, and that resulted in good animations at the time. Not giant magic yellow hammers and weapons dissapearing in the air for a blazing spear cast like we saw here and in previous games like ESO.
Ludullu_(NiKr) wrote: » AirborneBerserker wrote: » I've watched the fighter video the moves are to heavy and forceful you would need to mix the rogue abilites with the fighter abilities, but there not doing that. The name isn't that important. You've seen lvl15 combat from him. You haven't seen how augments will impact that combat. You saw that fighter use a great sword instead of literally any other weapon (i.e. daggers from the previous melee showcase). And those other weapons will also have whole weapon skill trees associated with them that could impact the combat as well. This list seems like something that would bring about the kind of changes I'm talking about.
AirborneBerserker wrote: » "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
Kilion wrote: » AirborneBerserker wrote: » "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 Yes, now we are getting there! This is exactly what I suggested with my Mend example. That changes like Steven said the look and the feel of the ability, maintains the CORE mechanic (small heal) and "applies a certain attribute and mechanic to your existing active skill".
AirborneBerserker wrote: » By design my statement of adding particles is closer to the truth then saying augments will create a different "class".
AirborneBerserker wrote: » 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.
Ludullu_(NiKr) wrote: » How is monk different from a fighter? How is shaman different from a mage?
AirborneBerserker wrote: » 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. Because no group of devs spent 9 years developing an mmo to watch it crash and burn in less then 5 years.
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.
Arya_Yeshe wrote: » lol, let me see one more topic about advice about how to fix the game
AirborneBerserker wrote: » The goal is to change the class system while keeping as much of Steven's vision intact as possible and allowing enough flexibility for the devs to develop something that inspires them without pressuring them to develop something that doesn't while allowing for more design space later on to add new classes or sub classes.
AirborneBerserker wrote: » Ludullu_(NiKr) wrote: » AirborneBerserker wrote: » I've watched the fighter video the moves are to heavy and forceful you would need to mix the rogue abilites with the fighter abilities, but there not doing that. The name isn't that important. You've seen lvl15 combat from him. You haven't seen how augments will impact that combat. You saw that fighter use a great sword instead of literally any other weapon (i.e. daggers from the previous melee showcase). And those other weapons will also have whole weapon skill trees associated with them that could impact the combat as well. This list seems like something that would bring about the kind of changes I'm talking about. No it wouldn't. You would have to overhaul half the class, so even if it was doable you would probably be so inefficient people wouldn't play with you.
iccer wrote: » If you cannot see the potential, and how you can alter your base class with augments, enough to make it feel like a unique class, than that's on you. Potential is there, now whether the implementation will make it so, it remains to be seen.
Lodrig wrote: » I am really sick
Lodrig wrote: » Are their limits to what conclusions we can reach, obviously the design so far leaves huge ambiguity, and optimists can imagine their wildest hearts content within the design primarily because the game engine looks like it will support almost anything you can imagine. Conversly the pessemist can imagine the worst outcomes. Based on example given in the design I side with the pessimists, that the level of design freedom that Intrepid is committed to in augments will result in only flavor changes which will not alter gameplay/tactis and thus be underwhelming to players.
Lodrig wrote: » Augments stand out as a CLEAR DEFFICINCY IN PROGRESS and all evidence is that they have not even been started yet. If Node progression or Dungeons were in the same state people would be rightly concerned and would draw the logical conclusion that said feature would end up trunkated or broken upon release due to lack of testing.