Post by Azherae on 2024-01-16 07:27:33
So, in the interest of 'this topic having something other than Combat Trackers (again) to talk about'.
I don't know how many classes exist in Ashes, but I personally believe that even with a strict definition of Classes, it can be considered to be more than 8.
Even if you take games with highly flexible design, they end up having to come up with 'grouping type terms' to help players understand 'which things are similar enough to each other to be interchangeable'. Predecessor has 32 Heroes currently, and one could claim there are 5 roles (the roles you choose at game start). But really, there are at least 9 'types', and it's more like 22-27.
In an MMORPG there would be a lot more flexibility, but that flexibility exists in Pred too. The 'information' you are receiving by having the label is telling you what to expect and not expect. So 'Offlane' can be played by a 'Tank', a 'Fighter', and depending on skill, an 'Assassin'. And Support can be played by a Mage (CC heavy), Tank, 'Enchanter', 'Debuffer', or a really determined 'Instigator'.
Those are 'different ways of achieving the same thing'. So in Ashes, if Mage/Mage increases damage and control centered on the enemy, and Mage/Summoner increases damage and control centered on a position, we can probably think of these as interchangeable most of the time. There might be a way to optimize for 'maximum area control' on Mage/Summoner, and 'maximum enemy control' on Archmage, but if these two built largely the same abilities with the same goal, I wouldn't be surprised if a player who 'only played Control Mage' would only have specs for these. For some people this would mean 'these are basically the same class with different names', like comparing 'Sharpshooter' characters in Predecessor, but you'd still have different optimization options, and maybe a few unique or style-shifting augments.
But, by raw numbers, you could probably come up with 30 at least.
Since they don't intend for most of us to unlock all skills, we can equate it to the 87 or so (roughly, it's complicated) full strength Items in Predecessor as well. Some are basic, some are similar, but there's still about 64 unique ones, and they often have interesting interactions. So interesting, that if you apply them to different characters, via different base abilities, you 'create more functions'.
Ashes only has 32 Archetype Based augment schools. That's a whole 32 more to go!
Whether or not 64 classes is 'difficult to make' really comes down to whether or not players get hung up on the fact that because almost all Tanks have Javelin, it means that the one using it to Instigate, and the one using it to Protect, are the same. And that, in turn, will probably be true if the only differences are damage or mild debuffs if they target the same person.
But Riktor (Jungle) and Riktor (Support) don't even use their abilities in the same order far less 'have the same overall effects and goals when they build items to enhance those abilities'. So it's all perspective, really. If 'all Riktor are the same' to you, then Jeff's statement is right. If 'Riktor Offlane' and 'Riktor Support' are different enough that you respond to them differently and synergize with them differently, then Steven's statements are right.
Either way, the number of 'classes' can be determined by the number of Guides. If we find ourselves with lots of Guides that say 'you can pick any Secondary to use with this ability set and gear, it functions about the same' (and it's actually right) then sure, we only have 8 classes.
I don't know how many classes exist in Ashes, but I personally believe that even with a strict definition of Classes, it can be considered to be more than 8.
Even if you take games with highly flexible design, they end up having to come up with 'grouping type terms' to help players understand 'which things are similar enough to each other to be interchangeable'. Predecessor has 32 Heroes currently, and one could claim there are 5 roles (the roles you choose at game start). But really, there are at least 9 'types', and it's more like 22-27.
In an MMORPG there would be a lot more flexibility, but that flexibility exists in Pred too. The 'information' you are receiving by having the label is telling you what to expect and not expect. So 'Offlane' can be played by a 'Tank', a 'Fighter', and depending on skill, an 'Assassin'. And Support can be played by a Mage (CC heavy), Tank, 'Enchanter', 'Debuffer', or a really determined 'Instigator'.
Those are 'different ways of achieving the same thing'. So in Ashes, if Mage/Mage increases damage and control centered on the enemy, and Mage/Summoner increases damage and control centered on a position, we can probably think of these as interchangeable most of the time. There might be a way to optimize for 'maximum area control' on Mage/Summoner, and 'maximum enemy control' on Archmage, but if these two built largely the same abilities with the same goal, I wouldn't be surprised if a player who 'only played Control Mage' would only have specs for these. For some people this would mean 'these are basically the same class with different names', like comparing 'Sharpshooter' characters in Predecessor, but you'd still have different optimization options, and maybe a few unique or style-shifting augments.
But, by raw numbers, you could probably come up with 30 at least.
Since they don't intend for most of us to unlock all skills, we can equate it to the 87 or so (roughly, it's complicated) full strength Items in Predecessor as well. Some are basic, some are similar, but there's still about 64 unique ones, and they often have interesting interactions. So interesting, that if you apply them to different characters, via different base abilities, you 'create more functions'.
Ashes only has 32 Archetype Based augment schools. That's a whole 32 more to go!
Whether or not 64 classes is 'difficult to make' really comes down to whether or not players get hung up on the fact that because almost all Tanks have Javelin, it means that the one using it to Instigate, and the one using it to Protect, are the same. And that, in turn, will probably be true if the only differences are damage or mild debuffs if they target the same person.
But Riktor (Jungle) and Riktor (Support) don't even use their abilities in the same order far less 'have the same overall effects and goals when they build items to enhance those abilities'. So it's all perspective, really. If 'all Riktor are the same' to you, then Jeff's statement is right. If 'Riktor Offlane' and 'Riktor Support' are different enough that you respond to them differently and synergize with them differently, then Steven's statements are right.
Either way, the number of 'classes' can be determined by the number of Guides. If we find ourselves with lots of Guides that say 'you can pick any Secondary to use with this ability set and gear, it functions about the same' (and it's actually right) then sure, we only have 8 classes.