Path of Exile: Ascendancy (News Coverage)
" Yes but isnt that against GGG rules,that u can choose any build from any class without exceptions? IGN: WL_ShadowofGoD
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Why should I risk my xp at this?
Im not Godlike | |
It's like a new game. Great! Best ARPG
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" The idea of making some difference among classes is great, as long as the difference is not too significant or build destroying. (╯°□°)╯︵ ┻━┻
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I'm so excited about ascendancy and all these new traps and skill tree changes,that i went and bought Diablo 3 with RoS yesterday.
Thanks for freeing me from this 2 year masochistic grind and crafting (lol) Keep it up GGG. |
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" Well you need another game for that. |
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" What a lot of people enjoy about PoE is that any character can develop in any direction: certain builds are encouraged or more efficient for certain classes, but there's nowhere you *can't* go. Another thing RPG players enjoy is character identity, of the kind Undead_Fred is talking about: choices should matter, including the choice of which class to play. Ascendance classes build character identity, while unfortunately killing the idea of anyone can go anywhere. I think there's a way to both maximize choice (to the 133 classes you're seeing, Kreca) and keep character identity -- or at least, the idea that different classes do different things more efficiently than others. What if, upon completing the Labyrinth for the first time, you can choose any of the 19 Ascendance classes, BUT to spend the Ascendance points you've earned, you must reach the start of the base class' tree? That is, if you want to be a Marauder Necromancer, you can choose it, but before spending in the Necromancer tree, you must activate one of these two nodes: https://www.pathofexile.com/fullscreen-passive-skill-tree/AAAAAwMB37Dfig== You would still get the Ascendance points, you just couldn't spend them until you got to this bit of the tree. EDIT: if you then respecced away from this bit of the tree, the Necromancer tree would "lock up" (giving you no benefits) until you re-activated one of those nodes. This would preserve the idea of any character can develop in any direction, even any Ascendance class, while also preserving the idea that classes matter: the Ascendance classes based on one's starting class are going to be MUCH easier to access, but other Ascendance classes won't be impossible. This may be a good compromise between maximum choice and character identity. Or it could be terrible -- but what do y'all (or even GGG folks) think of this compromise? Last edited by GentleBenjamin#0684 on Nov 29, 2015, 1:11:06 PM
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Ascendancy looks simply awesome! So many new possibilities with the Ascendancy subclasses. The labyrinth looks like an interesting challenge (with a good internet connection anyway).
I really like the idea that choosing a character class will have more meaning besides the starting nodes, character appearance and voice. Also, very nice trailer, it seems like the best PoE trailer so far (although I’m biased thanks to Ascendancy subclass hype). The music is epic and the narrator sounds really cool. --- Then some thoughts on the Ascendancy subclasses: Currently, many builds can be quite efficiently started as any of 2 or 3 character classes, but there is usually one class that offers just a little bit more efficiency for a certain build. Usually this is a very minor overall difference once the character is higher level, but it’s enough of a difference to narrow the choice from 2 or 3 classes to 1, when I want to min-max a build. As a result, the apparent flexibility for choosing any character class doesn’t really exist for me anyway. This kind of minor efficiency difference between the classes feels rather shallow. Yay, by choosing this class I get 0.6% more overall life compared to that other class, which would offer me 0.4% more overall attack speed (the numbers are made up, but hopefully the point is clear). Sure, I’ll choose the 0.6% more life over 0.4% more attack speed, but the difference is so small, that it only makes a difference on paper. With the Ascendancy subclasses, each character class will offer something unique, or very noticeably different, making the class choice much more meaningful, and also giving the classes more flavor. The subclasses may further limit class choices for certain builds, if you want to min-max and specialize in something, but the class choice was often shallow anyway. With Ascendancy, there will be more to consider than just the 5 starting nodes and the minor starting attribute differences, when choosing between 2 or 3 classes for a build. Scion is chosen for different reasons, but that's another topic. I see that some people want to have all ascendancies available for all character classes. If that were the case and I make a caster that travels across Templar, Witch and Shadow areas, then I’m basing my decision again on the tiny differences on the 5 starting nodes of the classes, which feels pretty meaningless. In this caster example, all 3 classes would feel practically the same, with very minor overall differences, whereas with the exclusive ascendancies, each class will have something unique to offer. Of course if all ascendancies were available to every class, there would be even more possibilities for different builds, but at the same time the classes wouldn’t feel any more unique than they do now. I just prefer to have some clear theme on each class, which is not really the case now (because of the “only the 5 starting nodes matter” thing). The class exclusive subclasses will not narrow build diversity from now, just that I may not be able to make the relatively meaningless choice between 2 or 3 different classes for one build. Actually, the exclusive subclasses can even encourage choosing a previously “inferior” class for a build. For example for a two-handed RT Cycloner, Marauder is considered to be the overall superior choice over Duelist, even though Duelist is not bad either. With the exclusive subclasses, both Marauder and Duelist will have their unique exclusive benefits from their subclasses, and the player can choose the class based on more than just a tiny difference in skill point efficiency. TL;DR: Ascendancy hype! |
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Thank you for this great game and the fast support you provide it. This new expansion looks great but I'm not enthusiastic about about avoiding traps in a maze and having to redo the level until success. That seems like an too "arcade" play style. I want to play an ARPG not "pac man".
Keep up the good work Last edited by nougatt#0528 on Dec 2, 2015, 2:14:57 AM
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Wow. I have stopped playing POE for sometime but i see the game is becoming Donkey Kong now? Cool. At least now i am really able to move on to other games.
Don't fool yourself exile... your end is just around the corner!
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