Post by Ludullu on 2022-06-11 00:57:24
But that's my point though. I can't give an example from other games, and maybe even other games have better "classes", but in L2 there were 5 mage classes. Pretty much all of them had different stats due to being different races, but their base function didn't really change (outside of one of them who got added later on). They had different elemental bases, but outside of just a few abilities they were pretty much recolors. Though you could even exclude one of the mages cause he's in-between a summoner and a mage.We have not received permission from Atama to share the quoted post.
But even with all of that, they were still considered "different classes" and were valued separately. So if Intrepid manage to make good augments - I'd still consider those 8 "classes" different enough to be considered classes.
Even if we take that damn TP augment and consider that it's a school of augments, we might be able to apply that school to more abilities, which might create a "teleport-warrior" whose gameplay and party role would most likely differ from smth like a "fire-warrior" and would most definitely make it different from a "life-warrior". So in theory it's not just 64 classes, but potentially even more, if each archetype has several augment schools within them (like mage's TP and Elements). And yes, as you said, augments don't only come from classes so there might be even more depth and variety in it.
And exactly because of those possibilities I reserve my judgement for class design until we see that design. I'm preparing to just have 8 roles with maybe some variance, but I hope that Intrepid manage to pull off what they want and what they've promised. And so far they've been able to pull off quite a few things already.