ariatras wrote: » Your insights into the potential disconnect between class names and their in-game mechanics are spot-on and raise an important point in the design of complex class systems like the one in Ashes of Creation. The primary/secondary archetype model is indeed a fascinating system that promises a wide array of playstyles, but it also poses challenges in managing player expectations, especially when it comes to iconic class identities.1. The Challenge of Balancing Class Identity with Flexibility: As you’ve noted, many players bring preconceived notions about what certain classes, such as Paladins, Necromancers, or Summoners, should embody. These expectations are often shaped by years of exposure to various fantasy settings, games, and systems like DnD or other MMOs. When designing a system that allows for such broad class customization, it becomes crucial to strike a balance between maintaining the core identity of a class and allowing for meaningful, yet not overwhelming, variation through secondary archetypes. For example, the idea of a Summoner is traditionally tied to a DPS-centric role, where the primary function is to call forth and control creatures that deal damage. The introduction of a secondary archetype like Tank creates an interesting design challenge: How do we incorporate tanking elements without fundamentally altering the Summoner’s identity?2. Integrating Secondary Archetypes Without Overwriting the Primary Role: Steven Sharif has mentioned that secondary archetypes won’t drastically change your primary class pick, which suggests that the core mechanics and fantasy of your base class will remain intact, even as you add new layers to it. This is a delicate balancing act. The goal is to allow the secondary archetype to add flavor, utility, and slight role-shifting capabilities without making the base class unrecognizable. For instance, the Summoner/Tank combination, known as the Brood Warden, might draw inspiration from characters like Starcraft’s Zagara. The Brood Warden could focus on summoning resilient, defensive minions that absorb damage or disrupt enemy formations, rather than directly tanking in the traditional sense. These minions could act as extensions of the Summoner’s will, drawing enemy aggro and providing a buffer zone, thus fulfilling a tank-like role without stripping away the Summoner’s DPS-centric identity. Similarly, a Mage/Tank combination could draw from examples like DnD’s Abjuration or War Magic, where the Mage uses powerful defensive spells, barriers, and magical wards to absorb or deflect damage. The Mage’s tanking role could revolve around controlling the battlefield, using magic to manipulate enemy movements and protect allies, rather than simply absorbing hits in the traditional sense.3. Setting Clear Expectations: One of the key responsibilities in game design, especially with such a versatile system, is to clearly communicate these nuances to the player base. The challenge lies in ensuring that players understand that while their class might gain new abilities and role-shifting options through secondary archetypes, the core essence of their primary class will remain the dominant aspect. This clarity will help prevent potential frustration or disappointment when players realize that, for example, a Summoner/Tank is not a traditional tank in the way a Fighter/Tank might be if it can tank at all.
Rippley wrote: » Personally I would like to see the archetype combos at least attempt to tie the unique elements of each archetype together in a cohesive way. For example; Nightblade (Figher/Rogue): You gain a burst of Combat Momentum after attacking an enemy from Stealth. Attacks that deal poison damage award 1 additional Combat Momentum. Hunter (Fighter/Ranger): Ranged Weapon combo finishers generate additional Combat Momentum. Attacks have a chance to apply a stack of Stalk to the target. Spellsword (Fighter/Mage): Whenever you use a fighter skill augmented by a specific element, your weapon combo finishers gain Elemental Empowerment for that element. Attacks that hit burning, chilled, or volatile targets grant 1 additional Combat Momentum.
CROW3 wrote: » Sentinel (Ranger / Tank). I've always played some version of a multi-class ranger / fighter. The basic idea is to be able to engage from a distance then hold my own with sword & board for those that survive being pincushioned.
Hinotori wrote: » As an archwizard I'm hoping I can throw little balls that transform into blinding over the top seizure inducing VFX on contact with enemies.
George_Black wrote: » I am a pretty vanilla guy in gaming. Give me human for a race, with medieval looks, even though I am not from northern europe. And give me a class with melee abilities, with animations that look good on twin swords, 2handed or sword shield. I want from my class to be able to make a character that shines on the field of battle, mostly on small scale and duels, using a mastery of swords, and the tools to respond to the majority of enemy types, so that I can achieve victory. I dont care for magic, I dont care for ranged attacks. I will play the Fighter since it's animations are good enough for what I want. I hope they dont look weird on twin swords. I will select the meta class combo. For all those that want a class with more distinct lore and playstyle, like a necro, dark knight, paladin, druit or monk, (scratch monk, unarmed combat is a ridiculous concept for mmos) I would advise you to start conversations, because I dont see how the rigid abilities of the 8 archetypes will manage to change to something that feels unique, even if you borrow a bit of flavour from the other archetypes.
Ravicus wrote: » My favorite fantasy class is not in this game except for an augment. I would love to have Necromancer as an Archetype and not an afterthought please.
Lodrig wrote: » Ravicus wrote: » My favorite fantasy class is not in this game except for an augment. I would love to have Necromancer as an Archetype and not an afterthought please. Did you see my Necro concept from the other thread, I'll post it again here. Summoner/Cleric Necromancer Necromancers summon undead themed minions which are unique for their immunity to most mind effecting debuffs, stuns, taunts and other mindeffecting crowdcontrol effects as well as crital hits, but at a cost of being more vulnorable to Holy damage. The Necromaner also brings powerfull targeted and AoE lifedrain effects which sustain himself, his summons and team mates. This combines what I think are the minamal nessary components to be a credible Necromancer. They function as an off-healer through exclusivly lifedraining and due most damage through their summons which is how I imagine most summoners will work.
Ravicus wrote: » Ya, thats a nice concept What I have in mind is not just a summoner however. I would like to have necro be a archetype that could be augmented with mage, fighter, and all the others including summoner. But to bottleneck one of the most popular templates in gaming to a one augment subclass is just wrong in my opinion.