Post by Azherae on 2022-01-14 16:27:38
Well, you already know my perspective, I don't think you're crazy, I'm further than you.
I think everyone who believes that Ashes won't let you make relatively radical changes to certain skills through Augments is just wrong.
Outright.
So you can be 'generous' and say 'we don't know'. I'll stand here and say 'there is no reason not to do it, and nothing they've said (especially given your extensive research now) implies they won't'.
I really don't understand people who don't want it to be that way, nor the lack of imagination that doesn't see how even basic designs manage to do it. So I'll thank you for doing all the digging. My analytics don't work as easily/cheaply on video content.
As for this:
Maybe not alone. You could probably design it so it doesn't have to be. But to prevent a Fighter from being able to do this with 6 or so augments of the same type is moreso work than not. I'm moreso 'very interested and somewhat amazed and perplexed that people can't see that', than 'interested in proving it', but I'm down for any good-faith argument on it. More data for the data-munchers.
It's bafflingly simple though. If you play a Fighter/Cleric, you must have some desire to do Fighter things or you wouldn't have started with Fighter. So obviously 'Fighter' is at least somewhat 'the thing you do'. This only comes up because of some incredibly 'small-box' way of looking at MMO design (not you specifically, Nerror) in which people can't separate 'the main thing a class/Archetype seems to do' from 'the role of the class/Archetype'.
That's almost always the underlying problem with this. If you tell people 'This class holds attention and mitigates damage', the answer should be 'ok this class is a type of tank' (not Tank, just tank). If it does that by healing itself and others repeatedly while putting up barriers against attacks, then it's still a tank. It might be a Cleric.
These arguments always seem to focus on the one Archetype that is actually so simplistic as to come up with a problem issue. Tanks are the only 'conceptually inflexible Archetype in this GAME. The best you can come up with for the difference between Fighter/Ranger and Ranger/Fighter is that the first closes in to do big attacks sometimes and the other kites better.
This shouldn't even need to be something one has to discuss, or has to do work to convince others of, @SirChancelot , but I know how 'tempting' it is to try to break through walls of confusing perceptions on the internet.
Just think of it this way though. If you're wrong, somehow, that moreso indicates a specific intention to make sure it doesn't work flexibly, and if you're right, you've always been right, and every moment you spent trying to clarify it to whoever, will have been spent almost uselessly, beyond this point.
I'll just point people at this thread from now on, I think. I'd love to help out, but the fact that this is still a topic that even needs to be discussed gives me that feeling you get when you try to comprehend the incomprehensible, y'know?
I think everyone who believes that Ashes won't let you make relatively radical changes to certain skills through Augments is just wrong.
Outright.
So you can be 'generous' and say 'we don't know'. I'll stand here and say 'there is no reason not to do it, and nothing they've said (especially given your extensive research now) implies they won't'.
I really don't understand people who don't want it to be that way, nor the lack of imagination that doesn't see how even basic designs manage to do it. So I'll thank you for doing all the digging. My analytics don't work as easily/cheaply on video content.
As for this:
We have not received permission from Nerror to share the quoted post.
Maybe not alone. You could probably design it so it doesn't have to be. But to prevent a Fighter from being able to do this with 6 or so augments of the same type is moreso work than not. I'm moreso 'very interested and somewhat amazed and perplexed that people can't see that', than 'interested in proving it', but I'm down for any good-faith argument on it. More data for the data-munchers.
It's bafflingly simple though. If you play a Fighter/Cleric, you must have some desire to do Fighter things or you wouldn't have started with Fighter. So obviously 'Fighter' is at least somewhat 'the thing you do'. This only comes up because of some incredibly 'small-box' way of looking at MMO design (not you specifically, Nerror) in which people can't separate 'the main thing a class/Archetype seems to do' from 'the role of the class/Archetype'.
That's almost always the underlying problem with this. If you tell people 'This class holds attention and mitigates damage', the answer should be 'ok this class is a type of tank' (not Tank, just tank). If it does that by healing itself and others repeatedly while putting up barriers against attacks, then it's still a tank. It might be a Cleric.
These arguments always seem to focus on the one Archetype that is actually so simplistic as to come up with a problem issue. Tanks are the only 'conceptually inflexible Archetype in this GAME. The best you can come up with for the difference between Fighter/Ranger and Ranger/Fighter is that the first closes in to do big attacks sometimes and the other kites better.
This shouldn't even need to be something one has to discuss, or has to do work to convince others of, @SirChancelot , but I know how 'tempting' it is to try to break through walls of confusing perceptions on the internet.
Just think of it this way though. If you're wrong, somehow, that moreso indicates a specific intention to make sure it doesn't work flexibly, and if you're right, you've always been right, and every moment you spent trying to clarify it to whoever, will have been spent almost uselessly, beyond this point.
I'll just point people at this thread from now on, I think. I'd love to help out, but the fact that this is still a topic that even needs to be discussed gives me that feeling you get when you try to comprehend the incomprehensible, y'know?