Dygz wrote: » I mean... We've been waiting 5+ years for the last two Know Your Nodes articles... And 7+ years for Nodes 3. We tend to get info later rather than sooner...
Lodrig wrote: » More concepts, I'm really looking for feedback on them not debate spill over from the other threads. Were talking about class fantasy and how to hybridize archetypes here. Cleric/Summoner Shaman Protectors of ancestral holyground, the Shaman summons a number of immovable holy totems that radiate their blessings. These Totems powerfully heal nearby allies while debuffing enemies, but are vulnorable to attack and destruction. The Shaman dose not directly heal or buff allies but can use targeted restoration on their totems to keep them standing or cast temporary consecrations to add powerfull buffs to the totems area of effect. Fighter/Summoner Bladecaller Are able to animate their melee or ranged weapon, which ever is swapped the other set fights besides them making the attacks the Bladecaller isn't. Thus the Bladecaller is effectivly utilizing both melee and ranged weapon sets at all times and can even direct the animated weapon to attack specific targets, though the weapons are leashd to remain nearby at all. Fighter/Tank Dreadnought At the center of the fray the Dreadnought is able to attack all adjacent enemies with wide circular swipes and to keep them engaging him alone with powerfull pulls leashes and trips on anyone trying to disengage. The greater their momentum and the more crowded they are the harder they are to hit allowing them dive into and thrive in situations which would doom any other warrior.
Azherae wrote: » I don't know how to give positive feedback on these without 'debate' so, this one time, I'll give the 'unwanted' feedback and you can tell me how 'unwanted' it is. (I probably won't mess with your thread by doing this again, consider it a test of how well I can interact with this thread)
Azherae wrote: » Cleric/Summoner - e.g. FFXI WHM/SMN, https://paladins-archive.fandom.com/wiki/Grohk and so on Pretty obvious. I don't agree they should be restricted to not directly healing or buffing allies because that narrows their efficacy in too many situations. It's a restriction to give more flavor/distinction probably but it just ends up making the class bad. Without that limitation, works well enough.
Azherae wrote: » Fighter/Summoner - We all know her... at least I hope we do? Also certain builds of BDO Nova and Shinbi (but not really) This is another simplistic, easy to love and implement class fantasy, for people who really have a strong wish/focus on wanting to attack more than one thing at a time with physical damage (please just let Bladecaller summons be Physical Damage, Intrepid). Whether or not I view this as a class fantasy at all comes down to if the game has the potential to make it anything more than either 'a melee Summoner' or 'an AoE fighter that doesn't have to aim', but that's me.
Azherae wrote: » Fighter/Tank - Literally any common bruiser character with a charge skill and AoE CC, TL Sword and Shield/Greatsword, MH Charge Blade, etc An AoE Fighter that doesn't let you run away and ramps in damage/efficacy uptime if they're surrounded. Always nice to see a balanced one, never been sure if the average person who wants to play one is really 'into it' when it's balanced or has a proper tradeoff, given how many games seem to treat this as the 'newbie' bruiser that you're 'supposed to advance from'. More power to everyone who wants to play some flavor of this, as long as your 'class fantasy' doesn't also include 'Oh and I want to resist CCs too while doing it all and ramping my damage anyway'. At least Greystone has to choose and Grux doesn't... wait, no, Grux does get to do exactly this and it's great... until the enemy team has 3 ranged and focuses on their terrain height advantage options...
Azherae wrote: » I think that the Dreadnought concept is good as it is and I wouldn't want Knights to think this was their role. This is because of the same weakness to ranged attacks. I think that in MMORPG 'language', it is easier to understand that a Knight has 'minimal or no defensive weaknesses when actively doing their role', but 'lacks creative ways of doing damage', whereas a Dreadnought would have specific defensive weaknesses, but have more options for doing damage. (this is technically why Greystone has to choose and Grux doesn't, because Greystone is very clearly a Knight and Grux is very clearly a Dreadnought)
nanfoodle wrote: » Sure but we knew many details. About 40 words about augments on the wiki. There is many ideas on what they do and how they work. Many are convinced they are a class beyond the core archtype. When all they do is augment the skill of the main class. IMO if clearer picture (more details) soon. Many will be upset and feel cheated.
iccer wrote: » Okay, here's my concept: Ranger + Mage aka a Scion Imagine shooting elemental arrows at your opponents. Finally a ranger class I can actually enjoy. I'm going to use Frost Mage school augments to demonstrate how this class will differ from the base class. Also, this would be the easiest to do for me, as we don't really have that much info on what other augments will look like, + we already have base Ranger skills to use as examples. I could really continue with this, and do every single ability, but I think you get the point by now. Visually your class is very close to a mage, except you are still a Ranger that shoots arrows, with Ranger mechanics, which should be the entire point of the augment system. The fact that abilities stay relatively the same mechanics wise is not an issue at all. Actually, this way you have several ways of playing a mage-like character, and your base class determines the mechanics. Or you could go for an actual Mage, and play with Mage mechanics, with different subclasses to change the way it looks. Options are there everyone. It may be difficult to understand this for some people because we don't have actual footage of how the following abilities will look with augments. For now, think of Ashe from League of Legends. Over these past few days, I've heard people say that none of the subclasses will feel unique enough, because augment system is bad, yet if it is going to work anything like my example, then it's simply not true. I also do expect them to change some abilities much more than I did, especially with other archetypes that are not as clear as mage. And the main thing is, they do need to nail the visual change when using augmented abilities. They should look different, even if they do the same or similar thing mechanically. There is a decision to be made whether the class will still mainly deal Physical damage, with only applying elemental status effects/debuffs, or should we convert most of the damage to Frost. I'm fine with either option. Thoughts? Am I too optimistic? Too pessimistic? Delusional?
Lodrig wrote: » iccer wrote: » Okay, here's my concept: Ranger + Mage aka a Scion Imagine shooting elemental arrows at your opponents. Finally a ranger class I can actually enjoy. I'm going to use Frost Mage school augments to demonstrate how this class will differ from the base class. Also, this would be the easiest to do for me, as we don't really have that much info on what other augments will look like, + we already have base Ranger skills to use as examples. I could really continue with this, and do every single ability, but I think you get the point by now. Visually your class is very close to a mage, except you are still a Ranger that shoots arrows, with Ranger mechanics, which should be the entire point of the augment system. The fact that abilities stay relatively the same mechanics wise is not an issue at all. Actually, this way you have several ways of playing a mage-like character, and your base class determines the mechanics. Or you could go for an actual Mage, and play with Mage mechanics, with different subclasses to change the way it looks. Options are there everyone. It may be difficult to understand this for some people because we don't have actual footage of how the following abilities will look with augments. For now, think of Ashe from League of Legends. Over these past few days, I've heard people say that none of the subclasses will feel unique enough, because augment system is bad, yet if it is going to work anything like my example, then it's simply not true. I also do expect them to change some abilities much more than I did, especially with other archetypes that are not as clear as mage. And the main thing is, they do need to nail the visual change when using augmented abilities. They should look different, even if they do the same or similar thing mechanically. There is a decision to be made whether the class will still mainly deal Physical damage, with only applying elemental status effects/debuffs, or should we convert most of the damage to Frost. I'm fine with either option. Thoughts? Am I too optimistic? Too pessimistic? Delusional? The only thing I would change is that I don't belivel (due to Intrepid realizing the need to downscope) get 4 augment choices after picking secondary archetype and I'm making all my class fantasies under that assumption. This leads to a problem of how to get all 3 elements into the Ranger. My solution, adapt the Ranger Hunt system into an elemental selector, the Hunts lose their current bonus and for their duration imbue the rangers basic attacks and skills with Fire, Ice or Lightning effects. So all the effects that would have been under three augments are now in battle options as you swap Hunts on the fly to determine your elemental type. It's notable that a lot of other classes also seem to get a trinity of 'modes' like fighter stances which could similarly be adapted for element selection when a Mage secondary is taken. Lastly as for damage ratios I think 1/3rd damage switched to the elemental type would be good, your still principaly a physical damage dealer because Ranger base archetype but your dipping into Mages ability to get around physical defense.
Azherae wrote: » Anyways, since I no longer have an excuse not to do it, quick reference of the associations my mind makes. Those who think MOBAs and Arena Shooters have nothing to do with MMORPGs can just ignore everything down to Summoner, this is just there for shorthand. I purposely didn't quickparse the links into the BBCode versions, sorry.
Azherae wrote: » I'd have PM'ed you directly but I feel you'd probably just want it here anyway. When you have some time, I still have a reason to want to know if you consider any of these Augments to be at least 'Drastic'. I think the skills are explained sufficiently enough that you probably don't need to look them up.
Azherae wrote: » I ask because it's harder to 'discuss' Cleric class fantasy, for me, without reference to some of these (or FFXI stuff, which is much harder to give a good reference for).
Lodrig wrote: » Azherae wrote: » I ask because it's harder to 'discuss' Cleric class fantasy, for me, without reference to some of these (or FFXI stuff, which is much harder to give a good reference for). I just completed a first rough outline for each Cleric derived class (by figuring out High Priest specifically, the doubledown classes are always the hardest) and how it would be unique, summed up in one line each they would be. Cleric/Bard Scryer - efficient HoT group healer, light buffing Cleric/Cleric High Priest - Debuff removal champ Cleric/Fighter Templar - Radiant melee damage dealer Cleric/Mage Oracle - Alternate effect of heals on foes for stuns and damage Cleric/Ranger Protector - reactive rescue single target burst healer Cleric/Rogue Shadow Disiple - Enemy debuffing and 'retribution' effects Cleric/Summoner Shaman - Area control healing zone healer Cleric/Tank Apostle - self heal meat piñata Do thouse sound like a good general outline? Are they logically consistent as a fusion of the two archetypes? What healer types am I missing that should be included?