Azherae wrote: » Your observations bring us directly to the 'flaw' in the 64 classes system being done the way it is if the level of freedom that I'm used to, isn't the goal. Even if Intrepid's goal was to strongly encourage a BattleMage to be a close range caster, there is almost no way to do that within the design we've been told, because they never have to Augment anything. For 'preventing me from playing Seris', that's easier, yes, just say 'no Stealth allowed on specific Cleric Primary Skills'. That results in me not playing, but it's not infeasible, at least. The issue with it would be that the 'Stealth/Misdirection/Whatever' augment school would still seem like it should give Cleric something in that space, leaving a dissatisfied feeling even for people who aren't as picky as me. As for my group member's interest in Mage, I don't think it would involve a rework because she's really not a Mage. She's a Summoner who just 'has to make do in games where she doesn't get to summon' (and honestly she loses interest pretty fast). But I think that any Mage options in Ashes of Creation shouldn't really focus on being the specific type of suppression mage that she will be settling for in A2, because in the end, the entire point of having a Summoner Archetype is so Summoners can play it, and the fact that it will be different enough from Mage for her to not want to play Mage, is a good thing. I do agree that Mage seems to be lacking a bit of the 'Control' aspects, and I also agree that maybe it is going to be the Mage/Bard players who expect to have more of them, but they will always have the option to play 'long range blaster', since they are not obligated to change. tl;dr Enforcing weaknesses that aren't inherent to your Primary Archetype, in this system, can't be relied on.
Azherae wrote: » Some data from a group member to continue from your last post, Lodrig. The person generally plays 'Suppression Mage with Support options' when there is no Summoner, 'Support Summoner with some Suppression' when a game allows for that, and when neither is available, tends to 'offtank'. For her, all three of these come from the same 'ideal', but she doesn't consider them all to be the same 'class Fantasy'. She will play Mage in A2 until Summoner becomes available if Mage feels similar enough to Throne and Liberty Staff play (I don't expect it will). In TL the Suppression type Mage build focuses on Ice and Lightning, but less on AoE and Fire, because TL, like Ashes, forces you to choose. TL Augments/Skill Specializations also have a cost, so she's forced to choose very specifically. In Ashes, if she were to play Mage primary, it would be with 'whichever secondary allowed for more suppression and survivability'. So Mage/Tank if that one has good defenses and methods of forcing the enemy to do certain things, or Mage/Ranger if it improved soft CC enough. But what she often wants to play is something like Mage/Fighter, because it's a roundabout form of suppression. If you're doing good Mage damage, and your opponent tries to respond to this by gap-closing to you and going for an attack, 'switching to Fighter mode' is a great option in many games. They're probably already damaged. You might have had time to set up some magical hazard at your position naturally. Most of the time, people are counting on 'killing the Mage before the Mage kills them' by getting close, since Mages tend to have bigger, slower attacks and long cooldowns. A Mage that has strong close-range burst damage when you finally do close in on them, is not an easy target. You can counter them by 'refusing to play their game', not getting close, therefore 'removing' their close range damage from the equation. This is what she wants. To be 'a Mage that gets to suppress the enemy without generally being in danger because it's too risky to go stop her', or to be 'a massive distraction requiring the attention of multiple people to kill'. Summoner options take this to the next level, if the Summoner class is good, they get to suppress like and you can't stop them without multiple people. In FFXI this means she plays Summoner with subjob Red Mage for extra debuffs, weird defensive options, etc. In Predecessor she can play Gadget, Aurora, Dekker, and Argus, depending on the enemy team. To relate to 'class fantasy' then and sum up all that. Her goal is Suppression, Support, 'Sacrifice' when necessary. She has multiple 'classes' she can use to achieve this, and each has their own class fantasy toward achieving that goal, and different weaknesses that she chooses to accept. When a class/character has weaknesses that don't make sense to her goal, she dislikes that one even if they can theoretically be built to do it. This is the way in which she generally cares and the way she defines 'class fantasy' to an extent. If a class is the most 'archetypal' at doing a thing, it means they have some flexibility, that members of that class are similar but not always quite the same, and 'changing small parts' doesn't stop them from being able to do it. A Summoner/Tank should be able to choose different ways to 'Summon Tanky/Tank Assisting things'. The specifics of how each one 'tanks' should vary. It's fine if a Summoner/Mage has like, 'one' Tank summon that 'can only tank this specific way'. But a Brood Warden should have options to achieve whatever the goal of 'A Summoner that wants to Tank' is. Ofc the same goes for me as a Shadow Disciple. If I don't have options for Rogue-like survivability and positioning and debuffs, then I'm not much different than a High Priest that 'happens to spec into survivability'. Obviously the 'Survivability focused High Priest' and I will take the same survivability skills, but I would probably have more of an option to go 'wait, maybe I don't need this one and can use it for a debuff instead'.
Pendragxn wrote: » From my perspective, the ideal class would involve manipulating shadows or void-like energy, much like the Shadow Monarch from Solo Leveling. As I mentioned in the summoner wish list thread, this hybrid rogue/summoner class would let me kill enemies and turn them into shadow vessels or entities that I can control. I’d have the ability to manipulate these shadows or void energy, using them to augment my summons with unique abilities or status effects. This would create a dynamic play-style, combining stealth, agility, and the power to summon and control dark forces in combat. Each class should feel unique and stand apart, which is a huge challenge given the scope of 64 classes, but essential for offering players a variety of playstyles and customization options. Flexibility between melee and ranged attacks is important to me, with gap-closer augments being a nice addition for more fluid combat. I’m especially interested in different summoning styles—whether it’s summoning items, weapons, creatures, or entities—and I’d love for there to be skins for summons so that not every player has the same generic look for their summoning. Some examples of what I’d like to see include: • Bladecaller: Summoning blades around me, much like Noctis from Final Fantasy, combining mobility and offense. • Brood Warden: Summoning a massive golem, riding it, or using its abilities to control crowds and mitigate damage. Overall, I just hope there’s enough imagination put into the class design so it doesn’t feel like a rehash of generic ideas. I’m looking for originality, depth, and the ability to customise my gameplay experience in a way that feels fresh and exciting. It is what it is—if it happens, great. If not, then what can you do? Bummer.
Pendragxn wrote: » I envision a hybrid of a rogue and summoner, similar to the Shadow Monarch class from Solo Levelling , called the Shadow Lord. This class combines the physical prowess of a rogue with the ability to summon shadow entities to fight alongside them. These shadows are the souls or vessels of enemies the Shadow Lord has defeated, allowing them to build an army of shadow minions. The Shadow Lord can summon multiple entities, each customizable with gear, elemental attributes, or status effects. This blend of agile combat and powerful summoning creates a versatile character, able to both fight directly and command a personalised shadow army. ---Shadow Lord Class - Hybrid Rogue/Summoner: The Shadow Lord is a master of stealth, agility, and summoning dark entities from the void of shadows. Combining the nimble and precise combat abilities of a rogue with the overwhelming power of commanding an army, the Shadow Lord harnesses the souls of defeated enemies, bending them to their will as shadow vessels.Core Concept: A Shadow Lord is a rogue capable of both melee combat and summoning a legion of shadows. These shadows are formed from the souls of fallen foes, allowing the Shadow Lord to build and customize a personal army. Each summoned shadow can be outfitted with gear, weapons, or enhanced with elemental attributes and status effects, making the army as dynamic as the Shadow Lord's own fighting style.Combat Abilities: Stealth & Speed: As a rogue, the Shadow Lord excels in evasion and critical strikes. Quick and elusive, they can ambush enemies, dealing massive burst damage, and then disappear into the shadows to avoid retaliation. Shadow Manipulation: The Shadow Lord can manipulate the essence of shadows, granting them the ability to control the battlefield. Shadows act as both weapons and shields, creating a highly versatile playstyle. Summoning Shadows: After defeating enemies, the Shadow Lord has the power to claim their souls, transforming them into shadow entities. These entities can be summoned into battle, acting as minions that follow the Shadow Lord’s commands. Each shadow retains the basic fighting style of the original creature but can be further customized or enhanced. Summoning and Customisation Shadow Vessels: Each shadow the Lord summons is bound to them after the death of its original form. The strength, type, and attributes of the shadow depend on the original creature, but they can be upgraded by equipping them with weapons, armor, or items found throughout the game. Customisable Minions: - The Shadow Lord can modify their shadow army by: - Changing elemental attributes (e.g., infusing fire, ice, lightning, or poison into their attacks). - Applying status effects such as paralysis, slow, or fear to enhance crowd control. - Assigning roles such as tanks, DPS, or support, giving them specific commands to complement the Lord's combat. Soul Absorption & Power Scaling: The more powerful the foe defeated, the stronger the shadow. Defeating elite enemies or bosses grants the Shadow Lord access to powerful shadow vessels, allowing them to summon these entities in future battles.Signature Abilities: Shadow Infusion: The Shadow Lord can merge with their shadows, amplifying their physical abilities, speed, and strength for a limited time. This infusion also grants additional evasive and defensive capabilities. Shadow Army: At higher levels, the Shadow Lord can summon entire squads of shadows to overwhelm their enemies, each fulfilling a specific tactical role. They can call on a range of shadows simultaneously, or even more with advanced skills. Dark Resurrection: The Shadow Lord can momentarily resurrect shadows in the heat of battle, pulling defeated minions back from the void for a final attack or defense. Shadow Warp: Harnessing their connection to the shadows, the Lord can teleport short distances by stepping into one shadow and emerging from another. This makes them difficult to track or pin down in combat.Playstyle: The Shadow Lord is designed to be a flexible fighter, excelling in both one-on-one combat and larger skirmishes. They balance their own stealth and offensive capabilities with the use of summoned shadows to flank, distract, or overwhelm opponents. The ability to customize their shadows allows for varied strategies, adapting to different enemy types or challenges on the fly.Role in Teams: In a group, the Shadow Lord can fill multiple roles: Damage Dealer: Utilizing high burst damage, sneak attacks, and a swarm of shadows to dismantle enemy formations. Support & Control: Using their shadows to provide crowd control, status effects, and debuffs, while applying pressure from multiple fronts. Summoner/Tactician: With a small army of shadows at their disposal, the Shadow Lord can command their minions to guard allies, control zones, or focus on specific high-priority targets. --- The Shadow Lord is a versatile and formidable class, perfect for those who want the agility and cunning of a rogue, combined with the overwhelming might of a summoner. Again this is just my opinion but think it’s pretty cool, and I can only hope for the best for this class. If anyone hasn’t read the solo levelling books I highly recommend you buy them they’re pretty good 👍🏼
Dygz wrote: » Mounts with combat abilities are in the Ashes design.
ariatras wrote: » 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.