Hello. Neighborhood frog here.
So I will fully preface this with the fact that I am inherently not really good at coding, back in my day we were fancy combatants when we set macros for monk punches, but that also kind of leads in to other things and the bounty of salt I have had the past couple weeks since mage release. I will kind of tell a story here and my opinions, and I want to open it up for others to comment because I think that dialogue is important. I have already somewhat commented to
@Keroc (..very saltily) and
@Tiur (..less salt, just kinda bummed) regarding this and figured I would open it to others as well to share their feelings.
I, like many others was super excited about mage, though I had little input on the theme that would come about or involvement in any testing I would have assumed it to be a more magical experience, though upon testing and confirming with other people as well as the tester who has not had alot of time due to their work, it is pretty clear that Ascendril is another limb-based class, focused on pushing salves, and breaking limbs, there are other routes but they all kind of revolve around limbs. 2 of the three glimpses focus on limbs, the only useful FIRE skill focuses on limb damage, overall you are just playing another glorified limb class and stuck in the same vein of gameplay as Templar or Illuminai, so Enorian is just losing that magical, sorcerer/wizard feel that many people came to the Ascendril for in the first place. Sciomancer seems to have kept theirs with cool new afflictions that require Spirit players to upkeep a new tattoo (firefly) and lots of affliction qualifiers with a mobile singularity that follows the player. Our fulcrum are not as useful, they are more supportive to the route we are ironed out for, we dont have the passive mystical abilities, its just a bunch of kale under a meaty limb steak.
Second note - It's NOT beginner friendly, even bashing requires a rotation, I will be first to admit I feel my failings as a GM for not understanding better how to explain to new players and current players alike how to do things and play the class, I am trying to figure it out but I am getting incredibly frustrated with it. Unfortunately
@Eliadon works alot,
@Isia doesn't play the class and for months prior to release I asked if I could have information to update scrolls or prepare myself for this and was reassured on a few occasions that "It's not going to be that big of a change, don't worry" (Also by risk of spoilers, I forgot to add that...they didn't wanna spoil it for me) - So not only have I lost the vision of what my class is supposed to feel like, but im basically at the point of not wanting to play cause I cant even figure out the class I am supposed to play, meanwhile I see the Sciomancers flourishing with shared information from
@Emir and having a heck of a good time and it just makes me feel like a trash player.
Anyways, I am sorry for using this to vent like I have...I just feel I cant be the only one who feels like Ascendril is half put together, while Sciomancer seems far more fleshed out and MAGE-Y.
Feel free to comment.
EDIT: I really hope my tone doesnt sound bad or anything, I write sometimes and read back and I am not intending it to sound like that, I really just wanna see if others have feedback of their experiences with it and have a discussion to see if there is maybe something I am missing or present to the upstairs folks to improve upon.
Comments
Syssin is hard to fight in. It's got a razor-thin line that must be walked to get a kill. There can't be any unnecessary aspects to an offense, or the lock will be lost and you'll be back to square one with a long road ahead of you to get to where you were. It's a large hurdle for new players of the class to get a handle on, and few ever reach a competent level in 1v1 that they couldn't easily attain in another class, plus syssin group viability is on the low end of the spectrum. If "it's hard to play" is an argument to change the class further, then the best response I can deliver is to suck it up. Some classes are just harder to play. Use it to attract players who want a challenge.
I'd argue that the fulcrum is better than the singularity simply because it makes your spells hurt more if you're standing in the room with them. Your fireballs hit me for a massive amount.
Even for supporting people, there are things like channels for effects, that basically push salve balances, while i looks like angry maelstroms of power, it behaves like a walk fifteen miles uphill in the snow barefoot. The effects presented dont really match what is being done to the players.
My gripe is how it feels. We went from calling upon the elements and blasting foes with lightning, fire, ice and water, to conjuring flashy things that do relatively different effects to the player than what the visual provides. It looks like ALOT of work went into making it seem like a mage class, but instead it does things like afflict you and break your limbs. Sciomancer has this really cool shadow mechanic that presents an aura in the room to people that they need keep light active to prevent it from doing effects, Sciomancers singularity follows them around as they call upon its power. Our Fulcrum...has to be called anytime we move, the glimpses comparatively seem underwhelming to that which the singularity provides, we have a couple fulcrum abilities that are basically just clones of crystalism with a new flair to them.
It just seems like less went into it to keep the master of the elements and more went into the 1v1 combat DLC over the overall aesthetic of it, then it was put in a cool mage packaging.
So it's perfectly reasonable for someone who has spent a long time trying to understand and experiment with his friends on the different routes of Ascendril to make the statements he did and feel the way he does.
It's not unreasonable to ask for both classes to mirror each other in certain skills, element and utility -wise and it certainly is not unreasonable to want to keep the mage-feel of his class.
And to comment on Tiur's request, limb-routes don't feel like something mages would do, I envision mages having a more environmental (almost shaman-like) feel, the idea with the glimpses was good.
I argue that the changes to how you have to string your attacks together can ADD to the lore of how Ascendril is presented and how the Elemental Planes react to one another through the Spirit element present in the fulcrum.
I've also seen Ascendril as supremely effective in group combat. They get better audit than the Sciomancers, which by the way is abysmal, and they get Fulcrum Shift, which is effectively a self-banish and extremely powerful in 1v1 or in groups.
EDIT: I think the current iteration of Ascendril and Sciomancer are a BETTER aesthetic for what they ought to be. Old mage was just spamming stone/ice spikes and toning vibrations in crystalism. Maybe a Voidgaze or Aquasphere, but that hardly encompasses the full range of what they could do. There's so much more lore and a better presentation behind the current toolkit of both classes.
Thematically? New Ascendril still feels very magey. I can pretty much just cast any ability at random and it'll do something cool.
That being said...
Still work though, likely won't touch that until Saturday
The overall argument I'm seeing, though, is that the aesthetic is disliked because it doesn't "feel magey," which is a perspective on which I take the contrary position: It's MORE magey now than it used to be.
@Aloli it is actually completely unreasonable to ask that. One of the big points of the revamp was to divorce the two classes from being mirrors. There's a minor mirror in the group utility
Bashing: @Fezzix there is absolutely nothing wrong with scio bashing. You stack the 2 commands and spam them like normal. If you can't shadow price then gloom fails and you fever like normal. Ascendril I can't talk about, but I will say I like neat things like rotations. I'm also willing to bet if Eliadon had never said anything no one would even know you were suppose to bash like that, and it'd just be a near thing some people discovered.
To me, it seems more reasonable for elemental powers to give physical afflictions than mental ones, so a limb route makes sense. I don't know enough about the Ascendril skills to say for sure, but if the "feel" is not there, there can be a few different reasons.
Either there needs to be a better connection between cause and effect. Just making up an example here: Blasting with a fireball should result in someone being ablaze and taking damage, not break their leg. To get that effect, you'd likely need to involve something with more weight, like a meteor made of earth. If the Ascendril don't have earth, how is it that their other elements can cause limb breaks? Pelt them with gigantic hail? A whirlwind pulling them into the air and ramming them into the ground? What I mean is, it had to make sense, and feel like one is performing magic, and using said elements in a plausible way.
Or the needs to be a better connection between the new skills and the lore. "We used to just lash things with energy, but these days, we've realised that if we're do <thing 1>, then <thing 2> and
<thing 3>, and then rotate between them, we get a much more efficient result. This is because of how x is connected to y. As long as those threethings that need to be done make sense, and is easy to explain, it shouldn't be a problem. If that's difficult, however, it might be a good idea to sit down with guild leadership to find a way to make it more intuitive to at least get started?
It could also be that mages are supposed to be a bit flashy. I admit that walking around with a super massive black hole hovering behind me is freakishly cool, so why shouldn't an Ascendril be able to be trailed by an element of their choice? A raincloud that empowers their water magic, a whirlwind to charge their air magic, flaming hair from which they send forth their fireballs? Just something to make it more... mage-y.
It should be noted that since we'd have multiclass now, guilds should be less tied to skills than they are, with their focus being on other functions. That, however, has not quite yet caught up with the world in all ways, since some guilds are far more connected to their class skills than others, making it more difficult for them to adapt. In these cases guidance and assistance is essential in order to ensure the guild doesn't fall flat, along with regular check-ups. It might be a good idea in general to check with all guilds if they are able to manage multiclassers in a good way without compromising their primary guild function or if they need help with that.
I think Ascendril is currently very good at supporting group pk. No real complaints there mechanically except that personally i find aegis to be very unengaging and will likely get someone else to use it whenever possible, and i wish it did not feel so necessary to use. I have not tried 1v1 at all and don't have many opinions on it. I have one major complaint: from everything I have seen and been able to put together, the limb route seems far more fully realized than the affliction route. There are a few reasons for this: fire resonance is very useful on many of our spells, but fire spells themselves barely interact with the affliction route, meaning that if you want fire resonance you must essentially waste a round; there is no affliction-based insta and enrapture is not usable in group combat, as it both destroys the fulcrum and resets all the setup on it (like dissonance), whereas before we had a high damage burst for applying all three marks; two of the three glimpses are salve/limb focused, as mentioned in Oonagh's post; there is essentially no interaction between fire and air for either affs or limb setups, which lessens the feeling of being an elementalist. Now why is this a problem? The class is strong. You all did a wonderful job making a viable class with neat abilities. But prior to the rework, ascendril was primarily focused on afflictions, and now the primary focus has apparently shifted to limbs, which is not really something the class needed and not something I peronally wanted. Some of the old playstyle is preserved in the affliction-based air route which is no doubt strong but feels under-realized and (relative to the strength of shatter routes) somewhat pointless. I don't think the class needs sweeping changes to touch that up, either (small changes to some fire spells, adding air resonances to some etc). To sum it up, though, mechanically the class went from one playstyle to almost a completely different one, and I kinda preferred the older one in terms of routes and playstyle. That's not going to be everyone's experience, obviously.
Thematically the class still seems magey in most ways. However, it doesnt really feel like old ascendril. We essentially changed the way we accessed the elements and added Air to our roster. It's hard to explain the feeling, but I kind of agree that we lost some of the classical wizard flavor and I have no idea what replaced it. Are we sorcerers? Doctor Strange? We feel halfway between an elementalist and an arcanist and I'm not sure where the focus of the class really is, whereas from an outside perspective sciomancer does seem more put together thematically. That is not an accusation of bias, just the easiest comparison. Sciomancer seems like a shadowy force/gravity mage, and ascendril doesn't seem to have as clear a concept imho.
What is it that you used to have that you now feel is lacking? What do you think your skills should do, that they aren't doing, when it comes to feeling appropriately Magicky(tm)?
EDIT: @Hallis In DnD, wizards use complex gestures and vocal components to manipulate the Weave. In a similar vein, Ascendril use complex gestures and a Spirit fulcrum to channel the Elemental Planes and manipulate their energy. New Ascendril is much more "wizard" than old Ascendril ever was, if we're using that as a bench mark.
@Teani The lore behind the Ascendril guild is -heavily- focused on the study of Planar physics and the nature of the Elements on the Prime and how they interact with each other. Current Ascendril class mechanics fit extremely well with the guild's rp.
Edit: meant firewhirl not firestorm lmao rip
I showed like 3 people how to bash. Any other information regarding Sciomancer has been dished out in conversation with people I always converse with about PK.
The class is assuredly cohesive. It is mechanically sound in a vacuum - though I don't really agree with the affliction distribution dilating or shifting from time to time. I feel it has its own design pitfalls that will need addressing as the weeks go on, just like Sciomancer does. It just feels dissonant (lol) with the concept of a spellcaster in traditional means. This isn't necessarily a bad thing, but it is definitely jarring and removed a beloved lineup of tropes from the class/tether in exchange for making the remake's playstyle make sense.
I also don't think Spirit needed another limb class.
I was looking forward to diverse and impressive spellcaster, not a surgical firewhip-wielder. Were I the one that had written the design document for this class, it would have looked much different from what you ended up releasing - but that's why I'm a player and you guys are producers/content creators.
When you think of a wizardy spellcaster, the image that comes to mind is a mage throwing around all sorts of crazy spells, and for the most part, Ascendril is that. But damaging and crippling limbs doesn't really fit into that image. Mages (mainly thinking D&D and a lot of RPGs here) are typically nukers that are squishy, but can obliterate targets with their wide array of spells, which can carry additional effects. Even in D&D, Wizards aren't just damage dealers - they're great at delivering status ailments and battlefield control.
Using fire spells? Oh hey, you're on fire now, or accumulating blaze stacks. Or maybe heat exhaustion. Ice spells? Oh hey, you're frozen or stuck in place, or maybe even slowed a little bit or moving is a little harder. Air spells? Death by a thousand cuts because you're bleeding a ton, or maybe you get shoved around by buffeting winds.
I think that's the 'magical, magey' aspect that people are feeling is missing.
You're pivoting between major elements with incredible ability. Ascendril do create tremendous firestorms and hailstorms, and they summon efreeti from another plane to fight at their command. Through their planar boring they draw moments of the elemental planes down into Prime. You have your staff (if you choose), your mistrals will leave enemies raw and sensitive to attack if resonant with fire, a coldsnap with resonant air will leave them masochistic, a frost brand will repeatedly freeze a victim and slow their ability to heal while making them vulnerable to certain kinds of damage.
How it feels to play.
Minus the cool time manipulation stuff
I think to summarize it all, we went from blasty explody, elemental bomb mages, to something refined and focused and controlled in a martial matter, to where we just blasted our foes with the elements before. We lost alot of the conjuring of big effects, for resonance, afflictions and targetted limb business that seems like a complete change in discipline from an IC standpoint. Sciomancers and their control of shadow, swallowing up things in the darkness...is a smoother transition in feel, over where Ascendril didn't have the same kind of foundation, and while we are focused on planar study it feels like, we drilled holes in the planes with boring and all the sudden learned how to focus the elements and possess a control we didnt have before. It feels more martial and less magical.
I know I have sent my thoughts privately to Keroc, Imvra, Razmael and Tiur, and honestly alot of it is anxieties with the change and feeling less able to present myself in a combatant manner and feeling that perhaps im not a strong GM because of these things. I know alot of it is with my own insecurities to express myself as a competent leader because im not able to really fight well, I do have a great group of people who do support me and ensure me it will get easier, but im having a struggle.
I really do appreciate the feedback people are providing on feelings of the class, and routes that can be taken. It does help me find some realization where is not typically one of my strongsuits.
Further revamping and a total rewrite are both outside of the present scope, but we'll be monitoring the situation and making adjustments, as we do with every new class. Our attention will be on ensuring that the new Ascendril's affliction routes are as robust as they need to be. Though it is unlikely the class will depart from its limb routes, there is potential there to expand on the other routes and make them stand out.
Its just kinda what you said, like when the Druids became Shamans, it feels very different and has an awkward entry point for someone not used to it and the style presented.
I am 100 percent okay being Dr. Strange and having a cool control element to the elements, maybe we could modify HELP ASCENDRIL RP to reflect our elemental ability/focus alongside that vein if that would be cool @Imvra - I am on board to adapt to change, im just kinda ....went from reeling a bit in the difference to adjusting slowly. As I think most people are.
Maybe something to say we are less sorcerery/dnd wizard and more along the vein of a control mage, controlling the battle with our elemental abilities, and influencing the surroundings.
I believe, but I might be a bit naive here, that org leaders are aware of how much fun it will be to their members if things come as a surprise, so they won't ruin the events themselves, but at least they can be better prepared to lead the guild forward.
I'm not saying it should be full disclosure, but discussions to create a smoother transition, perhaps even a tiny bit of player-initiated build-up?
Just my thoughts for future releases that affect orgs.