

There isn't as much variance between the 64 classes as you might expect. – Steven Sharif We're not really talking about 64 true classes, we're talking about eight classes with 64 variants. Įven though augments do radically change the way your active skills provide you abilities, there's still a primary focus on the base archetype itself and not the 64 whole classes. Balancing of augments relates to the four augment groups for each of the eight archetypes. There are four primary groups of augments assigned to each base archetype.Balancing of active skills only relates to these eight primary archetypes. The sixty four (64) classes are partitioned into eight primary archetypes. įrom an engagement or encounter perspective, obviously we do a finger-in-the wind kind of balance pass, but a lot of that stuff from our encounters team doesn't get done until populations are in place and those encounter designs get a little bit more time to bake. Alpha-2 testing will begin to focus on balancing once populations and encounters have been put in place and are deep in testing.Alpha-1 testing was focused on core functionality rather than combat balance.It's going to be very dependent on skill and strategy. Instead it's going to be a group focused balance, where as long as you have the diversity of classes present, that's going to be an equal level playing field. We want there to be counter-play between the different classes. There will be match ups in 1v1s where one class will be superior to another and that application should be a rock-paper-scissors dynamic. 1v1 matchups will have a rock-paper-scissors dynamic, where one class will be superior to another.īalancing in Ashes of Creation is group focused not based on 1v1 combat. World events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos.

Ĭlass progression does not relate to a player's artisan progression. A blink augment could be applied to the rush skill, which would now teleport the player to the target thus eliminating the charge time on the skill. Fighters have a Rush skill that allows them to rush towards a target and upon reaching the target, deal an amount damage with a chance to knock the target down. This combination opens up augments that can be applied to skills in their primary skill tree. If a Fighter were to choose Mage as a secondary archetype, the fighter would become a Spellsword. Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.This is an example of horizontal progression. Each skill in the primary tree will have several augment options from the secondary tree.The player can then augment their primary skills with effects from their secondary archetype.Secondary archetypes may be changed, but not "on-the-fly".The secondary archetype does not provide additional skills.The combination of primary and secondary archetypes is referred to as a class. A player may choose a secondary archetype when they reach level 25.It will not be possible to max all skills in a skill tree.These can be used to level up skills within their skill tree. Players receive skill points as they level.A player cannot change their primary archetype.

