What I'm interested in playing
The archetype of character I'm most interested in playing is something like an Arcane Berserker - a heavy-hitting powerhouse who can boost their single-target damage, and who has the mobility to get back out of range after inevitably pulling hate. This seems to match up pretty well with Spellsword (Fighter/Mage), at least within the concept of Mage augments
@Azherae
predicts Intrepid will use.
I'd apply
Lingering Element
to whatever Fighter's big single-hit ability ends up being called, to boost my damage higher and enable me to quickly take out enemies that aggro, or land finishing blows on bosses.
Mana Control
would also suit my preferred playstyle well, as when applied to a more frequently-used DPS ability, this would give me better sustain in longer fights. I also like the implied lore concept of being able to absorb my enemy's life-force as I damage them.
Dimension Slip
would increase both my potential engagement range and my capacity to get back out of trouble, so it would allow for things like teleporting behind enemy lines to assassinate a target, then getting away safely before I get boxed in.
In general my view is that the augment system, at least within the parameters discussed so far, gives players a lot of freedom to enhance the aspects of a class's playstyle that they personally enjoy, and gain capabilities which wouldn't otherwise be possible. So, it can result in a lot of diversity between classes, and a lot of room for specialization.
How feasible is the augment system to develop?
From the game development side, I think that the augment system would be pretty manageable to implement. Modifying the parameters of existing abilities, or creating variants of things like particle systems (e.g. tinting the slash effect that plays when a sword swings crimson, if something like
Lingering Element
is applied) probably results in less development work than creating outright new abilities.
I coded a similar system in a personal project, in which certain passive abilities could alter the parameters of other attacks, or grant conditional secondary effects, and while the code was a bit awkward in places (a lot of getter functions and event handling), the logic itself was fairly manageable.
The largest time-cost for content creation would probably be modifications to the visuals of abilities, based on which augments were applied to them. If Intrepid wanted to add completely new visual effects for certain combinations (e.g. if Summoner's Shadow Clones augment applied to movement ability left a shimmering ghost-copy of yourself at your starting position, or if Rogue's Shroud of Darkness replaced a melee attack's effect with a wave of seething shadows), it obviously requires more dev time and more resources. However, my view is that for such a crucial system in an MMO, this would probably be a reasonable investment.
I'm therefore hopeful the final system will be similar in scope to what
@Azherae
discussed, and I have confidence that this is something Intrepid can execute.