Proposal for Class mini Dev series on 8 points.
1) Proposal for Dev Update mini series
2) The class system hasnt started yet. Should it be developed or not?
3) What are the powers and tools of the archetypes as secondary classes? Will people like them?
4) Should there be a 8x8 class system? Would 8x4 be of a better quality? Maybe some archetypes dont make sense as a combo
5) Transparency and people feedback will save development time. Let's hear what the Devs plan and let's answer.
6) Some classes will be weaker. Let's not waste ability functions on them. Let's enrich the classes that make sense.
7) The unique case of the supports.
8) Conclusion. Let's see if we need to change direction after the devs give us a picture, without having to wait for a fleshed out class system. Necro and druid.
1) Title
Every month we see the Development of the game. Typically there is a topic, and some had a backlash like the various mount skins, followed by a gameplay video, a few artistic concepts to familiarise us with the world, ingame assets and QnA.
It would be very interesting we could get a couple of Dev Updates with the archetypes as the topic, with some official art concept of each archetype, created based on the Devs vision for each of them.
2) The class system hasnt started yet. Should it be developed or not?
At this point we have been shown 6 archetypes:
Tank cleric mage ranger fighter bard and we are waiting for 2 more.
Would it be safe to assume that at this stage IS has not worked on class combos and skill augments? There might be a few placeholder ideas or even animatioms/effects (Fighter/mage gapcloser teleport augmentation) but in my opinion the system is still an idea.
3) What are the powers and tools of the archetypes as secondary classes? Will people like them?
What if we could have a Dev Update about the Rogue for example, where did they draw inspiration for the archetype, how do they invision the gameplay of the archetype and what tools would it lend to the other 7, as part of the 64 class combo.
Will the rogue lend shadow powers to the other archetypes, to create the different classes, or we can expect a rogue in a sense of a dirty killer, and as such, the powers that the rogue will lend will be more about oppertunistic blows.
4) Should there be a 8x8 class system? Would 8x4 be of a better quality? Maybe some archetypes dont make sense as a combo
And what is the inspiration on the Fighter? Does the Fighter has any specific magical powers in the universe of AoC? Or will he just give combat augments to the other classes? How would that look on the mage? And how would that look like on the summoner? How would the rogue, ranger, tank and fighter create 4 different summoners? Summon shadows? Summon falcons? Summon beasts? What would the summoner/tank do differently?
5) Transparency and people feedback will save development time. Let's hear what the Devs plan and let's answer.
I think it would be a good idea to start presenting us the archetype, not only in the sense of the gameplay around them, and their role in the group, but as well as their source or type of power from the universe of Verra.
Nothing can be set in stone yet, and people should be open minded to changes, but maybe Steven can start sharing what he expects each archetype to give to the other seven, and the reason I am writting this topic, is for the Developers to get an impression and measure of the communities hopes for the Class system.
And this proposed small series of the archetype powers and lore, will help in the Development of the class system OR be a confirmation that they might be a need for sigfnicant change.
6) Some classes will be weaker. Let's not waste ability functions on them. Let's enrich the classes that make sense.
Is it necessary for each archetype to mix with the rest?
What if the Tank and the Ranger can only be a secondary for CERTAIN other archetypes only?
What if some similar classes have a big gap in power and usefulness between them?
For example, what can the ranger give to the mage, since they both offer ranged dmg playstyle?
And if you are a Tank or a Fighter looking for more agression would you take Rogue as your secondary? Or the Ranger?
Who would be better or more useful across the board of the mmos gameplay, the Fighter/Rogue or the Fighter/Ranger?
Similalry as a Mage, what secondaries would you be looking to alternate or enhance your playstyle?
What would be the difference between a Mage/Rogue and a Mage/Fighter?
Can the weaker choices provide a fun experience or might it be a good idea to eliminate some of the 64 possible classes. Why? Quality over quantity. Some augments can be moved from the deleted classes to the number of the remaining classes. In my opinion the 64 classes might not be fun enough, but an improved table of 45 or whatever classes might be able to provide good gameplay for all the players.
There will be significant time invested in each char. It will take effort to create a combetitive character with the gameplay that people feel satisfied with.
This opens up the possibility for better animations since the number of eventual classes is reduced. It opens up the possibility for more pronounced weapon usage in certain archetypes. For example the Ranger seems very weapon restricted.
What is the AoC vision for the Ranger and its Classes? Should he get sword skills? 1handed 2handed? Depending on the class combo? Should secondary archetypes play a role in weapon gameplay?
7) The unique case of the supports.
Bard cleric
The bards and the clerics strength is in improving the groups chances of success. The players choosing such archetypes in games are giving up much in order to fill this role.
I am not sure to what extend the other archetypes should borrow powers from the bard and the cleric to empower and heal the group.
The obvious choice to turn these powers into selfbuffs only, in order to perserve the identity of the bard and the cleric.
The other way to implement class combos with the bard and the cleric as secondary is if their powers from a lore standpoint are let's say seduction and inspiration, and divinity and healing, and so by lending them to the other archetypes there are these flavours/tools to create unique classes with.
8) Conclusion. Let's see if we need to change direction after the devs give us a picture, without having to wait for a fleshed out class system. Necro and druid.
Lastly I want to close the topic from where I started.
We have been shown 6 out of 8 archetypes and 0 out of 64 classes.
Perhaps Intrepid could work on two more classes such as a necromancer, which could unlock dark powers when used as a secondary to the other archetypes, and a druid, which could unlock natutres powers as a secondary.
And maybe rethink the 64 class system. Maybe the archetyles could only combine woth 4 or 3 archetypes for a reduced number of classes, down from the 64. But i believe that this lower number of classes would be of better quality, with a solod number of abilities, tools and weapon specilization. For example I dont see any powers that the fighter can lend to the other classes. Agression? Pick rogue as secondary. Endurance? Pick tank. Magic? Mage. Empowerment? Bard. Self healing? Cleric.
Let's have a serious discussion with the Devs and see if there is a need to change direction before too much effort is invested in something that may not be appealing.