Fan Site VIP Event (Part II)
Magic & Spells
The basic system that we're going with as I'm sure you're aware of is the Archetype system. You pick a role or Archetype, and that serves as the foundation for what you're going to be doing in the world. It does the same thing for the spells. When you pick a caster Archetype, the spells you get are what we expect to be your base or essential spells. So if you're a healer or a priest the majority of your baseline spells of healing are going to be in the Archetype level. Then as you Class you'll get things that you're not necessarily better at, but more specialized in. Like a Cleric would get more powerful Instant Heals. Druids would get more powerful Heal-over-Time spells. Shamans will get the Wards, which are an absorptive rune sort of thing. Then as you Subclass it becomes more of a thematic type of thing. At the point the spells you receive, while still being powerful and part of your role, they're also more towards whatever the theme of your subclass is. For example the Warden is the good Druid. When we make the decision on what sort of spells he gets, the choice we'll make will lean towards the fact that he's beneficial, so his spells will be more beneficial to the party than harmful to the enemy. In contrast the Fury would get things more directly damaging to the opponents or directly affecting the opponents as opposed to helping the party. It doesn't mean we're skimping on what they can do for the party; it just means when you get to Subclass it's more of a theme. That's also pretty much how it's carried out with the Mages as well. Obviously the Priest's primary role in the adventuring world is Party Protection; healing, beneficial augmentations for the party, some damage, but really the focus is on how well they can protect the party from things that are trying to kill the party. The Mages are more about Control and Damage, doing bad things to the opponents, etc.
Another thing we're trying to do, at least starting out is a smaller amount of abilities, so you're not overwhelmed. You have very specific abilities that fit your role, and those will improve over time. But we're not just throwing tons and tons of abilities at your so that you're constantly confused and having to figure out which will work best in any given situation. You have a set of baseline, very identifiable tools at your disposal. As you go up to Class and Subclass you get more tools added, but it's never a huge amount. We're trying to go basically with, probably in the lifetime of the character, 20 or 30 tools overall. And then those have upgrades and improvements and variations. But those are the tools you know you will always be using.