How Class Augments Will Actually Impact Your Archetype // Ashes of Creation



Read more about Ashes of Creation ➜ https://ashesofcreation.mgn.tv

There has been a lot of discussion around Ashes of Creation’s 64 Class System lately, and how choosing a secondary archetype will actually impact your primary when the choice is finally made later in Alpha 2. It seems like a lot of people misunderstand what this system entails.

Learn more about augments and other AoC Things: https://ashesofcreation.wiki/Augments

Ashes of Creation is a unique take on the MMORPG experience. Our world structure is dynamic, and built to react to your actions. Cities will rise and fall as you shape the world of Verra. Quests and secrets will unlock as populations gather and their needs grow. As the world’s NPC structure is established in real-time, you will have the ability to destroy what’s been created, paving the way for new developments, populations, and change. Political strife and intrigue will play a very real role in the structure of your experience. Gone are the days of static worlds; change is here to stay!
———————————————————————————————————
If you are interested in Ashes of Creation you can sign up here with this Referral Link:👉https://ashesofcreation.com/r/EPFVAR5T1BQL2RPQ
———————————————————————————————————
Be sure to follow on social media for the latest!:
👉Twitter: https://www.twitter.com/RitchieSH
👉Discord: https://discord.gg/CDRsqsB
👉Instagram – https://www.instagram.com/ritchiesh/
👉https://tiktok.com/ritchiesh/
👉Bluesky: https://bsky.app/profile/ritchiesh.bsky.social
———————————————————————————————————
#AshesofCreation #ashesofcreationmmorpg #mmorpg

source

30 thoughts on “How Class Augments Will Actually Impact Your Archetype // Ashes of Creation”

  1. I've been having a blast kiting people/mobs as a bard and am excited to try a Bard/Ranger to see if I can get even more snares/mobility from ranger. We will see how it turns outs

    Reply
  2. Would've made more sense to say there will be 64 class "specialisations", rather than 64 "classes". To be frank I did expect the class system to be like Archeage where you you start as one class or talent tree and then freely spec into a different class/talent tree and just mix and mash the abilties of those classes.

    Reply
  3. This video summarized in one sentence
    "Augments will make your ability different, maybe, kind of, a bit, or sometimes a lot"
    This is why I just ignore AoC development until there's gameplay footage 😅

    Reply
  4. I was kind of expecting a more in-depth dive into the topic, rather than just reading a few lines off of wiki and then putting personal interpretation of what it means – but rushing through it, and not really exploring the topic more.

    I think you are sort of downplaying the impact augments will have on the base archetype. Whether it's intentional, or just comes off as that, due to short video length, idk.

    – Yes, some people that aren't that informed, are expecting something else. I do agree with that. But…

    Basically, if we take Steven's examples with certain abilities, we can see how they can meaningfully change your class. The thing people tend to overlook is the importance of visual and sound design of an ability. If augments manage to change that aspect, then it's going to be a huge thing.

    We already do have some "confirmations", that augments will sometimes change the visuals.

    So after that, we can only speculate, and I guess theorize about how it's going to look like.

    My interpretation is, that the base class is always your primary role, however, you can adjust how your class looks, plays, and feels with augments, and you can shift it more towards your secondary.

    Example: Fighter + Mage (secondary) – Melee dps, right? Well, your whirlwind ability can now turn into Ice Whirlwind if you use ice augment
    (Throne and Liberty example, devastating tornado which is just your regular spin to win ability, turns into ice whirlwind, once you use the correct trait). Actually I feel like the augment system might do similar things to what traits do in T&L).
    Now it actually deals magic or ice damage, and not physical damage. You are still a melee class, but damage type has changed, maybe you apply chill on hit now, and visually it looks different.

    Now if you can do that to, let's say 60% of your class kit, then it's great. You have ability to create something unique that will stand out, and not play like every other Fighter class.

    The only question is, how in-depth is it actually going to be, and how many abilities will you be able to change that way. That's something we do not know, and we don't have any examples – probably because they still haven't figured it out completely, and are just starting to actually make.

    Reply
  5. I appreciate you putting this out. I hear lots of people talking about 64 classes. There are 8 classes with 8 slight flavor variations each.

    A fighter with a tank secondary archetype might be a bit beefier in PvP or able to off-tank somewhat better in PvE. However, they will never be a tank or completely substitute a tank.

    I look forward to the release of summoner the most to see what it really turns out to be and what its secondary archetype adds to everyone. Thanks for the good work.

    Reply
  6. Secondary augments are going to be a balancing nightmare. How do you make all of those secondary augments without making some so lame that nobody cares, and some that are so OP that it forms a new meta that everyone must have? I suspect that Steven will err on the side of lame rather than over powered.

    Reply
  7. We'll see but I don't know if this was the best way to create the classes. I think maybe 12 or so distinct classes without augments might have been better to create additional diversity of archetypes.

    Reply
  8. If on my Fighter archetype I augment Mage, my class is now Spellsword.
    If on my Cleric archetype I augment Figher, my class is now Templar.
    Even with minor changes a Protector will feel different from a Shadow Disciple. Enough to warrant it being a totally different class.
    It feels like Archeage lite in terms of classes. Which is I'm sure exactly what they were going for.

    Reply
  9. So my two cents having gotten 3 different classes to over lvl 10 and taken all 3 of them to Daragal, Highwayman Hills, and Oakenbane. What I think will be likely to happen is one of two things, the Augment will either take from the "Essential" part of the other class to augment their "Supporting" part of their primary class, or it will be the opposite where they will take the "Supporting" part of the secondary class to augment their "Essential" part. What do I mean by "Essential" and "Supporting"? Lets take tank for example, Tank is quite simple, the "Essential" part of the class is the Aggro, and what supports that Aggro generation is twofold, its the CC which a Tank generates and its the Defensiveness which it prioritizes. Lets look at Bard then, and try to see what a Tank/Bard may end up looking like. For Bard, the Essential part is the Mana generation, while what supports that is giving the team members more ways to use it, helping either the Survivability of the team through Healing, Shields, and the like or helping the Damage of the team. So in the case which there is a Tank/Bard, what will likely happen is one of two things, either there will be more ways for the Tank/Bard to generate more Mana while using CC or being Defensive, or it will allow for the Tank/Bard to be something simular to the Herald from Guild Wars 2, where in generating Aggro through different ways, a "song" or something equivilant is played around them to support the front line.

    In this case, I am more leaning towards the later personally, especially since there is supposed to be 4 types of augments per class. So it will likely introduce Dances, Melodies, Songs, and Stories into the Tank, and allow for ways that they can generate more Aggro while still being very Tank, so I am expecting more ways to either Survive or use CC. The reason why I think it will end up being shown this way, is it will keep the Primary Class as important, as no other class will have Aggro generation outside of the primary Tank in this case. There may be some off-tanks in other classes which just have a bunch of defenses or something, and they could go the gw2 route there with how Toughness itself generates threat, but idk if they will or not. All three classes though seem to have an essential part to the kit, in how that class works and then everything supports it, typically two different ways. The third class I have played is Fighter, and even there is seems to be the same, where its a focus on "On-Hit" effects whether it be through making sure you are continuing to auto attack and proc your finishers, or whether its from sheer AOE and hitting multiple enemies.

    Either way, it will be interesting to see how things play out, but I think they will take some Thematic way the Class handles itself within the Supporting part of the secondary Archetype and smack it on top of the Essential part of the primary archetype. Especially seeing as there is already threat generation from Cleric or Bard doing heals and shielding(as there should be) and from damage, it could also expand on that in a way where for a Tank/Bard due to their support to the team, would be generating more threat than before.

    Reply

Leave a Comment