With the addition of the racial passives videos, they now use the term wind damage and I’m just wondering if that’s synonymous with arcane / magic damage? If so, any plans on allowing enchanters to play the Archai race to benefit from the “wind“ / magic affinity damage you pick at character creation?
Also, does Int benefit each class in different ways or is it exclusive to the mana pool? With respect to wizards, what attribute increases their spell damage and or crit damage? I’m really hoping gear presents the opportunity to facilitate a damage vs mana spec wizard or hybrid. Being a hardcore player it‘s My hope that my geared max level wizard will be doing significantly more damage than a casual player with mediocre gear and while you can argue you will do more damage with a larger mana pool, I’m really hoping we see a boost in spell and crit damage as well from attributes.
SkyFvll said:With the addition of the racial passives videos, they now use the term wind damage and I’m just wondering if that’s synonymous with arcane / magic damage? If so, any plans on allowing enchanters to play the Archai race to benefit from the “wind“ / magic affinity damage you pick at character creation?
Also, does Int benefit each class in different ways or is it exclusive to the mana pool? With respect to wizards, what attribute increases their spell damage and or crit damage? I’m really hoping gear presents the opportunity to facilitate a damage vs mana spec wizard or hybrid. Being a hardcore player it‘s My hope that my geared max level wizard will be doing significantly more damage than a casual player with mediocre gear and while you can argue you will do more damage with a larger mana pool, I’m really hoping we see a boost in spell and crit damage as well from attributes.
Spell/skills scaling has often been shown as a mixed set of different stats, so not just stacking one or you might only increase one of your spells while letting the others fall appart.
I also don't think the archai should be "opened to any class that does any element relative damage" because that's backward thinking, IE : benefits for goals instead of goals for benefits.
SkyFvll said:With the addition of the racial passives videos, they now use the term wind damage and I’m just wondering if that’s synonymous with arcane / magic damage? I.
Unless they are changing the rules up, I would expect wind damage to be one of the elemental damages i.e. Earth,Air, Fire, Water. As far as I can tell, Arcane and/or Nature damage aren't included in the Elemental group of damages and therefore can't be one of an Archai's choices for attunement.
Jothany said:SkyFvll said:With the addition of the racial passives videos, they now use the term wind damage and I’m just wondering if that’s synonymous with arcane / magic damage? I.
Unless they are changing the rules up, I would expect wind damage to be one of the elemental damages i.e. Earth,Air, Fire, Water. As far as I can tell, Arcane and/or Nature damage aren't included in the Elemental group of damages and therefore can't be one of an Archai's choices for attunement.
Pretty much. Wind is not synonymous with magic damage, but it is a TYPE of magic damage. The Archai choose an element to attune to. One of those elements is Wind:
All wind-based abilities would then be empowered. But that doesn't mean ALL magic abilities are empowered.
So to the OP, an Archai Enchanter wouldn't really make sense unless the Enchanters have specific elemental-based abilities, which is not their strongsuit. Also worth noting that the concept of charming a creature and commanding it into battle strictly goes against the lore culture of the Archai. So I wouldn't count on that being an option.
I'm pretty sure wind-type dmg will be druids and shamans domain primarily - druids have such spells so far like Weave the Wind and Gust of Leaves, while Shamans have Chase the Wind, Skymane's Momento and Headwinds. We know that known abilities are pretty much just a preview and there will be plenty more - i assume that some will have wind-tag as well as wind-dmg property.
Janus said:The question ultimately comes down to what is used to boost the damage of Wind and what is used as a resistance counter.
If these resists are still in the current client, I could see the resistance end being either Nature or Magic.
If they won't change/add resistances I'd assume that it would count as nature. Unless wind type will be available to more classes and depending on its source it could be either way - so druids and shamans would call upon forces of nature, so it would be Nature type, but wizard may create the wind using magic and it would be reflected by resistances and such.
MauvaisOeil said:I also don't think the archai should be "opened to any class that does any element relative damage" because that's backward thinking, IE : benefits for goals instead of goals for benefits.
I'm with MauvaisOeil on this one. I hope the devs stay true to their personal goals instead of going out to cater to the player's desires.
That said, the game still is in a developmental stage. Nothing is set in stone, many seem to overlook that.
Let's have a taste of the food the cook has brought to the table, the way he prepared it, before requesting salt or tabasco to the table.
My assumption would be they'll list it as nature damage.
At some point, certain design goals must be set in stone or you can't make or demonstrate progress.
If I waited 5+ years to produce a design document, I would never complete anything, either. (Yet, my employment hinges on the opposite.. hmmm)
If there's no design document, what have they been programming, designing, creating, and producing to/with/by, for the past 5.5 years?
If there IS a design document, then why aren't things like this in it? Or are they?
If these things are part of the design document, and they're logically, thematically, financially, and/or mathematically unsound? Then they just might be mistakes.
On the other hand, if you have infinite money, and there are no consequences for ignoring all the milestones, then why not take forever and skip the design document? Who cares, right?
vjek said:If I waited 5+ years to produce a design document, I would never complete anything, either. (Yet, my employment hinges on the opposite.. hmmm)
If there's no design document, what have they been programming, designing, creating, and producing to/with/by, for the past 5.5 years?
I think the people who backed it in the Kickstarter in late 2014 will probably have to get used to the idea that the kickstarter content until between late 2015 and early 2016 is pretty much erased or null and void. It's similar to ESO when they had to gut their Hero engine 18 months in because it couldn't handle RvR numbers, causing them to spend over 8 years in development. And that's with a massive in-house publisher and nearly unlimited budget by all intents and purposes.
Having design documents and goals do not stop you from changing things later and nor should they.
Nor does having design documents mean that the design details should be disseminated.
Some things are intentionally designed so they can be easily changed/tweaked/balanced down the line. They were still designed.
Enchanter class was designed. Archai were designed. Choosing that class-race combo seemed to be precluded by the lore. Maybe it won't be later. They don't need to re-design anything to make that decision.
Damage type systems are in place. Re-classifying or adding new classifications, even, doesn't mean the system wasn't designed.
Maybe they need to add Earth, Wind and Water resistences like there is Fire? Maybe lumping Wind damage into Nature or Magic is fine, re. resistences. None of that needed to be finalised design 5 years ago. Once the systems and infrastructures are in place stuff like that just requires a few database updates.