Are 64 Classes Too Much?! | Ashes of Creation

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Ashes of Creation is once again setting a very high bar for the MMORPG Genre. It plans to have 64 total class combinations through its archetype system allowing you to really change up how you play the traditional classes. But is 64 classes too much?

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Ashes of Creation is a new MMORPG that aims to bring the Massive back to Massively Multiplayer. It takes everything we love about the genre and brings it boldly into the future as a truly next generation title. From its vast crafting systems to world shaping Node systems causing each server to be unique. Ashes of Creation IS the next big MMORPG you should be watching for.

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17 thoughts on “Are 64 Classes Too Much?! | Ashes of Creation”

  1. Damn it Ritchie! I was going to make a 64 class video!!! lol. Personally, I am VERY afraid of the 64 class system and think it is not a good long term system. I could be wrong but I think the entire system needs to be re-designed. Great video man and keep it up! You are a machine!

  2. I love the idea of the 64 class system mostly being for self fantasy purposes, which makes balancing much easier.
    I'm also hoping that the decision is made to test a few weapon specific skills to provide a bit more variety in playstyle.

  3. I dont feel like its too many classes because they arnt standalone classes. Since they seem to deliver on their promises with development (so far), I feel like they will flesh out the classes to make them all seem different enough, but not to the point that they are impossible to balance. Which if im being honest with myself I dont think they can balance it all…though to me that doesnt really bother me because of how the game will seemingly play. In big battles and in small group content even, we will see these 64 classes represented. I dont see a world where you will only see a handful of classes only because people will be constantly seeing what possibilities there are with all the combinations. Im usually a player that tries to pick the least played 'spec/class' so maybe i have Rose Tinted Glasses.

  4. I'm actually looking forward to this system. Sometimes you really wanna play a class but it doesn't quite feel right for your playstyle. I'm hoping secondary archetypes will help with this~
    I agree (and glad you mentioned) that MMOs are forever balancing with patches so I'm not overly concerned. Hopefully A2 and betas give good practice for Intrepid to be responsive to community feedback when it comes to balancing etc and bring out consistent patches~

  5. Well.. if you think about New World.. there are 12 weapons, so…65 different combinations… and they are adding more weapons… I don´t think 64 is a problem… it´s possible to make it work.

  6. I personally see this as a balancing nightmare. Its the same exact mistake all MMO devs make. Personally IMHO all classes should be designed via a spreadsheet right out of the gate so that mathematically they are balanced. This should be done during the very first early design docs. This whole lets just adds whats cool and add things by the seat of their pants during actual game testing and balancing later during the trials is such a huge mistake, but they ALL make it.

  7. To help people avoid picking the wrong class for their play style I'm sure they'll add a classes strengths and weaknesses section on te class picking menu. If they don't I'll suggest it during alpha testing.

  8. I imagine the variations to be similar to eve online. There you have "base archtypes" in the form of frigates, destroyers, cruisers, battlecruisers, battleships, dreadnaughts, carriers, titans, and a lot of variations in each of those "base archtypes" each base archtype has its unique role in a big fleet fight, and all are usefull. and each variation has certain strengths and weaknesses. Individual builds will emphasise these strengths and weaknesses in all kinds of different content.

    The trick in ashes is going to be to find a base archtype that you want to specialize on, and then find augments to perfect the playstyle that you like. Similarly as in eve some classes will be better suited for a certain type of content, pve or pvp solo, small group, medium group, large group, and with different augments, as well as regional and seasonal advantage and disadvantages you'll be able to customize your character.

    While you might lose xp and resources in one vs one the major conflicts are going to be about nodes and caravans because thats where the real resource loss will be. Balancing for 1 vs 1 is going to be meaningless in comparison, because as in Eve online, eventually you'll have groups of players banding together and the game will be come a political chesspool where alliances fight over control of resources, and that aspect in an mmo world is what is going to be appealing to me. (With hopefully a fun enough pve content for when there is less object based pvp) I imagine that at some point people will set up patrols of people that are specialized in fast response to intercept neutral and hostile players into their territories, so the pve people can earn the money and node xp, gather resources etc in peace.

    I know that that person that not good in 1 vs 1 might be a great force multiplier, scout healer or controller that will win the larger more important battles.

    Its going to be fun to see a group of specialized rogues with different archtypes that supplement eachother to get behind enemy lines and strike, only to be chased by a fast response group, and then get countered by a bigger ambush, or a second group able to clear a different pvp objective because the fast response group is lured away.

    The only thing that worries me slightly is if low levels will actually be able to be participate in a usefull manner.


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