arkileo wrote: » AirborneBerserker wrote: » The Irony is I actually understand the system better then they do because they're thinking of the system in a vacuum rather then how all the other systems will pressure people and interact with the class system, and they aren't thinking about how important the psychological aspect of having fun is when people are doing something that is hard, or boring. How did you come to this conclusion? What makes you think the developers aren't well aware of these things? Hopefully not Steven's disjointed musings over the course of these 7 years. You have a leaked copy of the design doc, I hope?
AirborneBerserker wrote: » The Irony is I actually understand the system better then they do because they're thinking of the system in a vacuum rather then how all the other systems will pressure people and interact with the class system, and they aren't thinking about how important the psychological aspect of having fun is when people are doing something that is hard, or boring.
George_Black wrote: » You should have other priorities in your life in your situation.
George_Black wrote: » Calm now... Learn a skill to help rebuild your country when the war is over, instead of socializing online. Escapism wont help it's just copium and that's not funny in real life. At times like these you need to get serious because it is literaly a matter of life and death. I am not being antagonistic and you know the advice is sensere.
George_Black wrote: » I know these people will work hard to get what they want from life.
RocketFarmer wrote: » Well this topic blew up fast. While my point was it isn’t broken, yet, what will Intrepid do with these “classes” beyond the augments? They’ve got 64 somewhat cool sounding class names. What else other than augments make that class work? Do they present some sort of swap out of the primary archetype abilities with abilities in the theme of the class? Is it a lore based difference? Do new options open up for your character build out when you enter your class?
nanfoodle wrote: » I'm a backer and from the start I didn't think 64 classes was possible. I would be impressed with 14-16 classes. That more then most MMOs. Questioning if there is real validity here is not outside the realm reasonable. Most people outside this forum thinks this part of the game seems hinky. I'm shocked more people are not asking more questions.
nanfoodle wrote: » Here is where Ashes has failed if you are right. If the majority is your Primary Archetype. Adding names like Necromancer, Magician, Assassin, Archwizard make you think of something grander. So many will be let down. Doing that sooner then later would be idea. If its something deeper and two subclasses make a real class. 64 is allot to make, design and balance. We at this point. Need more information because this does not make sense. Its time to make this make sense for the masses.
RocketFarmer wrote: » What else other than augments make that class work?
RocketFarmer wrote: » Do they present some sort of swap out of the primary archetype abilities with abilities in the theme of the class?
RocketFarmer wrote: » Is it a lore based difference?
RocketFarmer wrote: » Do new options open up for your character build out when you enter your class?
Lodrig wrote: » Basically I would rather see 1 good solid augment that radically changes playstyle, then 4 bland flavor choices which don't change playstyle and tactics. One augment which changes your kit 40% is better then 4 choices with each change it only 10%.
Lodrig wrote: » Basically we have the classic tradeoff dillema, their are three things, DEEP Augments, MANY Augments and GAME DELIVERED PRE 2030, Pick two. And I pick Deep and ontime while jetesoning the many. If your priorities are different then say so, but don't pretend all three are going to be delivered at the rate things are going.
George_Black wrote: » It should stand out that out of the 8 archetypes not 1 of them has evil powers. That excludes a massive amount of gaming classes. Let that sink in.
Dygz wrote: » You lost me. And I'm not sure what you mean by "only change it 10%". If a Mage Teleport applied to my Fighter's Rush allows me to blink past a Wall that would otherwise impede me, that significantly changes my tactics. A quantifier like 10% seems to be meaningless. I'd definitely prefer some other Mage-like stuff to place on my other Active Skills, than a Teleport. I dunno how a Teleport Augment is supposed to help augment my Battle Cry.
Lodrig wrote: » Dygz wrote: » You lost me. And I'm not sure what you mean by "only change it 10%". If a Mage Teleport applied to my Fighter's Rush allows me to blink past a Wall that would otherwise impede me, that significantly changes my tactics. A quantifier like 10% seems to be meaningless. I'd definitely prefer some other Mage-like stuff to place on my other Active Skills, than a Teleport. I dunno how a Teleport Augment is supposed to help augment my Battle Cry. Your being willfully ignorant if you can't understand this. And your example is emblematic of lazy thinking. You have to postulate a SPECIFC enemy countermeasure produced by 1 opposing archetype for limited time under which a teleport augmented Blitz would seemingly play ANY different then the base Blitz. To call this reaching is an understatement. No player worth their salt would call that a meaningful change to tactics let alone playstyle because once you think about it for more then a second you remember the barrier is still present and your now trapped and cut off from team mates so in even in your hypothetical 90% of the time you ain't gonna teleport through said wall because you have no escape path. Your still a Fighter with a gap closer which is gonna feel exactly the same as every other fighter, that's what 10% change is, something you don't even need to relearn or alter your play around.