Is 64 classes still a good idea?

Post by Ludullu on 2023-12-27 00:26:21

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Class augments will supposedly have particular schools that we can choose, so if a paladin wants to max out their healing power - they'll just choose the school of augments that give the most healing/cleansing effects. Add to that +healing gear and maybe some religious augments and you have yourself a fairly strong paladin-healer, whose core functionality hasn't really changed.

Another paladin might go into a holy dmg build, while yet another might concentrate on the death side of clerics (whichever form that will have).

All of them will still be tanks at their core, but their greater role in the party would shift slightly and the party itself would have to be built accordingly too.

Post by rikardp98 on 2023-12-27 00:51:29

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Post by Ludullu on 2023-12-27 01:05:49

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Just look at the references and see which is the latest one. Iirc it's Steven saying that it's gonna be "fundamental changes". Right now I simply don't believe that. I'll be glad if I'm proven wrong, but that's a thing for the fairly distant future.

My examples don't require fundamental changes though. A plain tank buff of "this aura gives +20 def to people in range" can just become "it now also provides 5hp/s healing". And a buff of "give the target +200 def for 5 secs" can have an addition of "and cleanse one debuff".

Obviously the balancing side would be a nightmare, but that is always the case in any game. And those kinds of additions would be counterbalanced by enemies having higher/different dmg due to augments or healing-preventing/diminishing effects.

Nothing drastically changes at the core, but the party composition and gameplay can be shifted slightly.

Post by Scarctic on 2023-12-27 07:36:50

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Post by Dygz on 2023-12-27 21:27:41

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Post by Ludullu on 2023-12-27 21:32:27

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We'll just have to see what Steven has in mind when he says "significant", cause to me those changes are not significant.

Post by Noaani on 2023-12-28 05:57:53

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Post by Ludullu on 2023-12-28 06:39:38

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I'd prefer a much more granular control of our summons, so having even 10 additional units that you're meant to somehow microcontrol would be an utter pain in the ass. But we'll see how they design summoner changes.
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Would this stealth provide a detargetting effect? Or what would be the significance of the change? Cause I'd prefer if Blink-like abilities already provided that effect.

And in that context it could be said that the everpresent "rush is a blink now" example acquires a "significant change", but I don't personally see myself using rush as a detargetting tool. I'll appreciate that the functionality is there, and might choose it over other augments, but absolute majority of use cases for Rush will still be "positioning, with a slight chance of knockdown".

Post by Noaani on 2023-12-28 10:07:17

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Post by Ludullu on 2023-12-28 15:37:22

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Yeah, that would be a big change. I just don't see it happening.
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What would be the difference though? Maybe I misunderstood your original comment. Do you mean that the character would go into stealth for several seconds after the blink?

Cause yes, that would be a fairly big change, because now the effect of the ability would be prolonged severalfold and have a different function.

There is a chance that this would happen, but at that point I feel like the balancing of all augments would simply become the "everyone's OP, so just let them be" kind of thing.
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No, I meant that if blink-rush had the detargeting effect (in the context of all blinks having it) then I'd still see rush as a mainly positional tool.
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Which is exactly my point. I expect augments to simply make the base ability slightly better in one of the horizontal directions.

Your example for the summoner would either imply crazy stats on the solo summon or crazy small stats on the swarm. Otherwise the swarm is always better, unless its summon cd is smth like minutes-long (though even then I feel like outside of big fights with aoes, it'd still be quite op).

Post by Noaani on 2023-12-28 16:05:05

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Post by Dygz on 2023-12-28 19:05:36

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Post by Ludullu on 2023-12-28 19:52:29

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Yep B) Because I always want more than what's possible from games.

Post by Azherae on 2023-12-28 20:12:37

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Yep B) Because I always want more than what's possible from games.

Technically this is you wanting more than what is possible from reality . You're a walking semiohazard.

Assuming you walk. Or define walking as a thing you do.

Post by Ludullu on 2023-12-28 20:19:20

Technically this is you wanting more than what is possible from reality . You're a walking semiohazard.

Assuming you walk. Or define walking as a thing you do.
I'm more of a glider (slider?) personally.
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Also, TIL what a semiohazard is :) Not sure that I fully understand its meaning, but I'm sure I'll come up with a seemingly non-sensical but definitely real one sooner or later B)

Post by Scarctic on 2023-12-30 22:21:40

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Post by Scarctic on 2023-12-30 22:45:23

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Post by RazThemun on 2023-12-31 00:50:57

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Post by Dygz on 2023-12-31 11:59:08

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Post by Artharion on 2023-12-31 16:12:56

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Post by rikardp98 on 2023-12-31 19:38:14

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Post by Xeeg on 2023-12-31 19:51:22

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Post by Insanemang on 2023-12-31 20:22:48

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Post by RazThemun on 2024-01-01 19:41:56

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Post by Azherae on 2024-01-01 22:20:11

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If each Primary Archetype has 4 viable builds (based on the idea that you can't spec into everything anyway) before you even start augmenting, then even just going Magic/Martial on top of that would give you 64 variations.

Call them classes or not, but unless we're all using similar builds for similar goals, we're probably getting around 64 of SOMETHING.

Post by nanfoodle on 2024-01-01 22:38:37

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Post by Aszkalon on 2024-01-02 00:01:17

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Post by Enigmatic Sage on 2024-01-02 21:38:04

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Post by consultant on 2024-01-07 15:22:33

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