Azherae wrote: » 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. I'm no fan of that example from Steven either, but if we just discount the difference between two skills that both gap close but differently, then we might as well just downgrade all expectations of all the combat.
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.
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.
George_Black wrote: » Azherae wrote: » 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. I'm no fan of that example from Steven either, but if we just discount the difference between two skills that both gap close but differently, then we might as well just downgrade all expectations of all the combat. Why let the system fail and then lead to delays?
Lodrig wrote: » And your example is emblematic of lazy thinking.
Dygz wrote: » LMFAO I can no longer take anything you say seriously. Mr. Pot. (Obviously, if you can blink past Walls and other obstacles, you have several escape paths.)
Lodrig wrote: » I think you belive that ROLE is the same as Playstyle/tactics and that Augments will 'preserve the role' what your indicating is that playstyle and tactics will be unaltered.
Lodrig wrote: » You present and speak of Flavor changes AS IF they were Radical changes because you over interpret the tactical effects of an extra damage proc or buff getting applied ontop of a skill.
Lodrig wrote: » I am asking for and brainstorming playstyle varients for the classes in the light of radical changes and with the intent to create a simple description of that playstyle which synthesises both archetypes. This is healtheir then trying to design augments for an individual skill. See ny Class Fantasy thread for examples, I'd like to produce a description for all 64 classes.
CROW3 wrote: » Agreed, with an emphasis for Cleric and Tank. Augments must significantly transform the base archetype or the core of the 8-man team is going to get boring.
Lodrig wrote: » Someone forgot that Blitz only goes towards enemies, and it has a cooldown. See why I call this lazy thinking.
Dimitraeos wrote: » I think Intrepid is inevitably going to either change their original intent for Augments, or downscale them in some way (either by reducing the number of base class skills that are augmentable or seriously reducing the impact of augments).
Dimitraeos wrote: » I think Intrepid is inevitably going to either change their original intent for Augments, or downscale them in some way (either by reducing the number of base class skills that are augmentable or seriously reducing the impact of augments). I think having a smaller pool of augmentable skills is more manageable. That way you can actually make the augments much more impactful and interesting and make tuning more manageable. If its just going to be a dash of flavor on everything, meh. I'm fine with it either way as long as base class builds are diverse enough through skill trees, weapon and gear builds.
CROW3 wrote: » Just an observation, and you can take what you will from it. We’ve seen more in game footage on the mayoral system, which very few players will use than footage about secondary archetype augments, which every player will use.
Ludullu_(NiKr) wrote: » CROW3 wrote: » Just an observation, and you can take what you will from it. We’ve seen more in game footage on the mayoral system, which very few players will use than footage about secondary archetype augments, which every player will use. Not just that. Steven pretty much said "well, we do have some kind of plans for them, but we don't really know shit because we haven't even started working on them, cause we need archetypes first". We haven't heard shit about this HUUUUUGE system. And considering how damn long it'll take to balance-test all of this shit - I am really starting to think that 2030 is not off the table.
Dygz wrote: » I mean... they could always just scrap the current design now and give us a WoW clone.
George_Black wrote: » Never played wow. Try again.
CROW3 wrote: » George_Black wrote: » Never played wow. Try again. You not having played wow doesn't make it an irrelevant reference in a class discussion.
George_Black wrote: » people just want their class from another game, when the truth is that people care about the success of the system AoC will develop.
CROW3 wrote: » George_Black wrote: » people just want their class from another game, when the truth is that people care about the success of the system AoC will develop. These aren't necessarily competing interests.