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Re: Is 64 classes still a good idea?
You are missing the core of the point I'm getting across and talking about irrelevant points like "fill in the answers. Your option 3 is effectively everyone copies the same answers and learns nothing. THere is no struggle of bonding to figure things out and grow closer to each other, no excite over overcoming some big… -
Re: Is 64 classes still a good idea?
Has this actually been said? Or is it possible that, of the 35-40 unique skills, a quarter have 2 augment choices and another quarter have 4 augment choices? This would half the work required and still be plenty of variation between archetypes. Then we would get * 280-320 unique base skills overall *… -
Re: Is 64 classes still a good idea?
So the augment system that creates the different classes are pretty simple. They aren't creating different full classes but rather slight variations of the same. The only concern I could see is balance both at launch and as the game evolves. For clarity, augments are meant to bring the flavor of one archetype to another… -
Re: Is 64 classes still a good idea?
how and why would it be better? how are you measuring that? are you implying that if they build the augment system the base classes will feel incomplete? that makes no sense. building one system doesnt mean you neglect another one. 1- and let me tell you that if your concern is time, money and effort, making 2-4 new… -
Re: Is 64 classes still a good idea?
Another way to do it could be to split up abilities by "type". Melee, Range, Defensive, Mobility, Healing, etc..* Give each class 2 abilities from each "type" that are augmentable. * If we assume 5 types and 8 classes, we get 80 "augmentable" abilities. * If each class has 3 templated augments for each of the 5 ability… -
Re: Is 64 classes still a good idea?
Ok so ill take that as you are trying to take my words, twist it around and do a passive aggressive insult towards me? My comment on your glasses argument is that is not a reasonable thing from adults as any form example to be used. I don't know how you twist that into suggesting that is the conversation going on. Using… -
Re: Is 64 classes still a good idea?
Back to the original post, I think the 64 class design can work and if implemented correctly won't cause too much development time while creating a lot of versatility for the players. Hear me out. It sounds like much of the content in Ashes is going to be soft/hard gated behind certain archetypes or skills/abilities.… -
Re: Is 64 classes still a good idea?
Yes there are 8 archetypes with 35-40 unique active skills each; and each of these base skills can be modified with one out of 4 augementation school based on the selected "augmentation archetype". This would sum up to a total of* 280-320 unique base skills overall * 32 skills that can be created from one base skill *… -
Re: Is 64 classes still a good idea?
I think it is, especially when looking at the Ranger showcase. I'm not going to open up another Falconer super thread here, but we can look at a few skills to assess how the augmentation system could work: Example: Beartrap * Bard augment: An enemy hit by the trap will grant those who hit him a short buff (cooldown… -
Re: Is 64 classes still a good idea?
It actually is. A combat tracker doesn't tell you what is or is not worth doing. All it tells you is what has happened - giving you information so that you can then make the decision as to what is and what is not worth doing. Again, you are talking about misused combat trackers. You seem to think people will look at just…
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