nanfoodle wrote: » Level 25 you will get your secondary class to pick your class. You will be able to change your secondary class when the game goes live, in town. There will 8 options per starting class. This will leave allot of play styles that come from one starting class.
REHOC wrote: » I love how Ashes of Creation is approaching build diversity. The combination of a primary and secondary archetype really opens up a lot of possibilities, 64 unique class combinations is no joke! Just to clarify for anyone new: you choose your primary archetype when you create your character, and you unlock your secondary archetype at level 25. That’s when your full class is defined, like a Mage/Rogue becoming a Spellhunter, or a Fighter/Cleric turning into a Templar. The fact that you can tailor your skills, augments, and even your playstyle based on your secondary choice makes me really hopeful for meaningful diversity. Can't wait to see all the creative builds people come up with!
ShaggyRyn wrote: » REHOC wrote: » I love how Ashes of Creation is approaching build diversity. The combination of a primary and secondary archetype really opens up a lot of possibilities, 64 unique class combinations is no joke! Just to clarify for anyone new: you choose your primary archetype when you create your character, and you unlock your secondary archetype at level 25. That’s when your full class is defined, like a Mage/Rogue becoming a Spellhunter, or a Fighter/Cleric turning into a Templar. The fact that you can tailor your skills, augments, and even your playstyle based on your secondary choice makes me really hopeful for meaningful diversity. Can't wait to see all the creative builds people come up with! I’m pretty well informed with the base plan but again if you can get every skill in a skill tree and you’re weapons don’t change anything but your combo finishers a mage/rogue will be the same as almost any other mage rogue. What I’d like to see is a skill tree that forks off or requires a certain amount of points into a skill before another skill unlocks. Say you want a melee mage. You would get a skill that added elements to your weapon attacks and maybe some passive that increase your attack speed then that would unlock were you could auto cast spells as you attack. This is a crude example and I know they kinda have that with the class mechanic but it’s where I’d like to see the skill tree go.
GreatPhilisopher wrote: » with the way they are going at it with the TTK ,gear and stats there will be no build diversity . everyone will pick the biggest stat stick with the skills that gives the most damage otherwise you'll be cannon fodder
Azherae wrote: » some idiot in Global chat will just go 'High Priest is the only good healer wdym, healers don't need damage' and then there will be a post about 'gatekeeping' on Reddit or something.
Ludullu wrote: » They also promised the "DIALS", which were supposed to let us control the gear's specialization and stat directions. So, if that's still on the table, I'd imagine we'll have all the build variety we can have once that's implemented. And even if that feature gets cornered into a "you choose gear with the highest def values and then apply your preferred stats to it" place - there's still hope for armor passives and armor types, which would at least triple the potential variety of "BiS". And considering that we'll be playing a PvX game with, hopefully, a variety of party compositions (or class combos, if we do end up with "1-of-each" design) - you'll either carry all 3 types of gear on you or you'll have to choose what's best for your preferred playstyle/group composition. And at that point, I don't really know how much further build variety can be taken.
ShaggyRyn wrote: » Ludullu wrote: » They also promised the "DIALS", which were supposed to let us control the gear's specialization and stat directions. So, if that's still on the table, I'd imagine we'll have all the build variety we can have once that's implemented. And even if that feature gets cornered into a "you choose gear with the highest def values and then apply your preferred stats to it" place - there's still hope for armor passives and armor types, which would at least triple the potential variety of "BiS". And considering that we'll be playing a PvX game with, hopefully, a variety of party compositions (or class combos, if we do end up with "1-of-each" design) - you'll either carry all 3 types of gear on you or you'll have to choose what's best for your preferred playstyle/group composition. And at that point, I don't really know how much further build variety can be taken. See just difference stat build on gear is not enough. If you want your gear to really matter it needs to offer more than stats. This way you have people picking off preferences more that what is strictly better.
ShaggyRyn wrote: » See just difference stat build on gear is not enough. If you want your gear to really matter it needs to offer more than stats. This way you have people picking off preferences more that what is strictly better.