Dygz wrote: » nanfoodle wrote: » True a Cleric can never be a replacement for a base class rogue. Much like a Rogue \ Cleric could never play group healer. But secondary archetypes can also change a skill to something else. Steven said as much. I could see Cleric \ Rogue even getting stealth of some type. Maybe even some damage improvements. And a Rogue \ Cleric could also do some backup heals in some way. And to his point a Cleric \ Rogue could spec deep enough that their heal spells could suffer being a main healer but could be a fun class to run with some rangers and rogues in some stealth missions. If I understand what you wrote above... (Keep in mind that Secondary Archetypes do not provide brand new Active Skills - I think "change into something else" is paraphrase that could be a bit misleading depending on what, exactly, that is intended to mean.) I think I said all that...
nanfoodle wrote: » True a Cleric can never be a replacement for a base class rogue. Much like a Rogue \ Cleric could never play group healer. But secondary archetypes can also change a skill to something else. Steven said as much. I could see Cleric \ Rogue even getting stealth of some type. Maybe even some damage improvements. And a Rogue \ Cleric could also do some backup heals in some way. And to his point a Cleric \ Rogue could spec deep enough that their heal spells could suffer being a main healer but could be a fun class to run with some rangers and rogues in some stealth missions.
nanfoodle wrote: » Sorry 100% dyslexic here and words are not my friends. lol. Something else. Is from what I got from Steven's words. Bard skill that trades your health with a player, could be Augmented to instead trade your mana pool. This could lead to some options being more impactful then just changing damage types.
Dygz wrote: » nanfoodle wrote: » Sorry 100% dyslexic here and words are not my friends. lol. Something else. Is from what I got from Steven's words. Bard skill that trades your health with a player, could be Augmented to instead trade your mana pool. This could lead to some options being more impactful then just changing damage types. I think it's more likely that a Bard Augment for Mana Restoration placed on a Healing Active Skill would Restore Mana in addition to Healing, rather than removing Healing. Because the 8-person Group is relying on the Active Skills of the Primary Archetype to do what they do. Augments allow the Active Skill to also do something else. I dunno why you say "more impactful than just changing Damage Types". Changing Damage Types allows my Oracle to stack Elemental Damage with the Spell Hunter in my Group.
Dygz wrote: » You don't really select the effects of the Augment. You apply the Augment to an Active Skill. The same Augment could do different stuff depending on which Active Skill it's on. But, players are not selecting what the Augments do. We are just choosing which Active Skills we want to apply the Augment onto."A HoT changed to a DoT that added a debuff, that when attacked returned X% amount of healing when you damage that target..." is basically a HoT that also deals damage and maybe adds a debuff. That seems possible since the Healing Active Skill is still providing Heals. I think the quote does not say an Active Skill can be changed entirely. I think the exact words used were "radically" and "fundamentally". And that doesn't mean that the changed Active Skill is not going to fullfill the original impact of the Active Skill. Rather, same original result overall - might have some extra stuff added to it.
Yoh wrote: » Dygz wrote: » That would not be a perfect world. 64 true Classes (the D&D definition) would be too difficult for the devs to balance - even in the best world. I'm not sure how true this often used statement is. I play Pathfinder 2e, and you'd be surprised at how many character options and complexity you can have, and still be balanced, so long as you put in the effort into the system in the beginning and get your damn math right. It's absolutely doable, it's just not easy. But honestly, I don't balance is really that important. I think it's more important for the secondary archetype options to be distinct and interesting, otherwise what is the point? Why have a system like this if your not going to do anything with it. But it seems like they very may be doing something interesting, so I'm willing to wait and see.
Dygz wrote: » That would not be a perfect world. 64 true Classes (the D&D definition) would be too difficult for the devs to balance - even in the best world.
Lodrig wrote: » Radical would imply that some original purpose is preserved but most of how it achives it is different. But Fundamental is absolutly a word which would imply a skill has been changed to now fuffill a different purpose. The only stronger word which could be applied would be 'totaly changed' which would imply nothing, not even the flavor of the original skill remained.
Dygz wrote: » "Fundamentally change" could mean that an Active Skill which Summons many Minions is modified to Summon one big Minion. A Healing Active Skill might change from Single Target to AoE (or vice versa) and also include a DoT. "Radically" and "fundamentally" are used to counter the claims of "just flavor" and "just cosmetic". We'll have to see how radical the changes actually are, but an Augmented Active Skill still fulfills its original purpose.