Chronos: Before the Ashes is a prequel to Remnant: From the Ashes
also THQ Nordic kinda sucks
Well, speak of the devil.
I was pretty sure that was an ad, and was confused when I couldn't find the skip button.
0
Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
Man, what a bizarre and off-putting teaser.
Still, that's Chronos, or a remake of Chronos anyway, the prequel to Remnant. I like this setting, so I hope there's a third game in the series at some point.
I got this game free on Epic when it was available. Just installed it last night and am wanting to start this evening after work. Any advice for a total beginner to the game? Is it possible to be a heavy melee tank that smashes crap?
"If nothing is impossible, than would it not be impossible to find something that you could not do?" - Me
I got this game free on Epic when it was available. Just installed it last night and am wanting to start this evening after work. Any advice for a total beginner to the game? Is it possible to be a heavy melee tank that smashes crap?
I highly recommend NOT focusing on melee at the start. As Karoz said, it's totally viable, but only once you get some items. So, pick up short range weapons and the scrapper armor, play up close, learn enemy attack timing, etc., and just get more and more melee focused as you get the gear for it.
PSN: Broodax- battle.net: broodax#1163
+1
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
It is but not from the start, the items and talents just aren't quite there to go totally that way from the beginning.
Sounds like you're favoring the close range Scrapper start though.
Further suggestion: IME of using melee to great effect to clear the weaker guys (until you know enemy patterns, the tougher mobs that are seeded in throughout are usually more trouble than they're worth to try to melee) the biggest bang-for-your-buck improvement is the Rapid Strike talent, which becomes available once you get a melee weapon to maximum level.
That's gonna be a while, however, so be prepared to shoot a lot of things. Some of the guns are just way more efficient for clearing the tougher bad guys even when your gear's maxed out.
Just picked this up on sale for the PS4. So far I have cleared earth and rhom, most of the way through yaesha. I think the people I was playing with skipped corsus without telling me because I don't remember seeing it in my fast travel list. I am using the beam rifle, spitfire, and hatchet and really enjoying all three. I started as ex-cultist and am glad I did because I don't have the encounter to earn the trait in my campaign I think. The starting armor is super nice as well especially since I have the good boy mod. What a champ it is. The community has been excellent and showed me how to get a bunch of hidden armor and weapons. It was a little annoying just following a dude around from point to point instead of taking the time to explore but I can't complain with the results.
I became interested in the game because of the dark souls comparisons and while I can really see it in the lore and overall aesthetic, I don't think it is quite hard enough. Maybe when the game launched it was harder? Or maybe the comparison is more apt on the harder difficulties (which I don't need to play for the platinum trophy so I am not)? Either way though this is a very fun game and I hope the devs made enough money to continue the series. Chronos looks cool but I am skeptical about VR games being fun sans VR.
If anyone on ps4 is still active feel free to add me, psn same as here.
Just picked this up on sale for the PS4. So far I have cleared earth and rhom, most of the way through yaesha. I think the people I was playing with skipped corsus without telling me because I don't remember seeing it in my fast travel list.
Corsus is either required or optional in the story depending on how you interact with a particular NPC.
if you agree to help the Undying King vs annoying him enough to battle
Even though you have ended up on the optional branch and skipped past it, you can still go there by heading back to the labyrinth and stepping into its portal.
Otherwise you can also select it as an "adventure" destination from the big crystal in Ward 13
Just picked this up on sale for the PS4. So far I have cleared earth and rhom, most of the way through yaesha. I think the people I was playing with skipped corsus without telling me because I don't remember seeing it in my fast travel list.
Corsus is either required or optional in the story depending on how you interact with a particular NPC.
if you agree to help the Undying King vs annoying him enough to battle
Even though you have ended up on the optional branch and skipped past it, you can still go there by heading back to the labyrinth and stepping into its portal.
Otherwise you can also select it as an "adventure" destination from the big crystal in Ward 13
I went back to corsus and beat the unclean one. Having its butt be the weak point cracked me up. Really digging the good boy mod still. Hits hard, lasts 2 minutes, can pin down enemies, and give a health regen buff. Going to take a lot to get me to swap out.
Gamertag: KL Retribution
PSN:Furlion
0
KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
Probably going to pass on that. This one is fun enough that for 15 I am pretty happy but not sure I feel the need to play the rougher older game. I finished up corsus and yaesha so now all I have left is the final boss. Probably get it down tonight then start adventure hopping for all the stuff I missed. Still loving the beam rifle with the good boy mod. Although the
Barbed one or whatever spiky dude was called
felt like it basically required one of the invincibility bubbles. That dude sucked hard.
Only question for me is if this is a continuation of your first character's journey... and if so, will they include the original face appearances options and expand on them too.
pretty sure
Subject 2923 is in the trailer, and she doesn't look any older than she was in the DLC. So it's a close timeline.
What's his face may still be alive too, but I think he ages still slowly from his time on that other world?
tastydonuts on
“I used to draw, hard to admit that I used to draw...”
I had a lot of fun with the first one and will definitely be picking the second one up. The trophy hunter in me hopes they drop the incredibly random trophy requirements though. Otherwise the first game with some improvements and more content would be enough to convince me to buy.
One of the biggest features of Remnant 2 is the completely revamped Archetype system. In the original game, Archetypes served as an initial gear loadout designed to provide a solid starting point for your journey based around a few different playstyles. Through play, everything was eventually available to every character, no matter what Archetype you started with. The only requirement was that you simply had to go out and earn it.
In Remnant 2, your starting choice matters!
While Archetypes still come with a custom gear loadout – consisting of their trademark armor set, three completely unique weapons, and their signature Archetype Trait – they also come with two amazing new additions, Archetype Perks and Archetype Skills! These new features are unlocked by gaining experience and leveling up the Archetype.
Yep, you heard that right… each Archetype has its own independent progression that unlocks exclusive gameplay features unique to that Archetype! So, let’s talk about what that means.
First off, Archetype Perks
There are 5 Perk Types: Prime, Damage, Team, Utility, and Relic.
The Prime Perk encompasses the core identity of the Archetype and typically provides a benefit that no other Archetype or item can provide. As we reveal more details on individual Archetypes, the importance of this perk will come into full view!
The Damage Perk is exactly what it sounds like: it’s the perk that scales the damage output of your character and gains effectiveness as you level up the Archetype. One Archetype may gain a Ranged and Melee damage buff from their Damage Perk, while another may get a boost to Mod Power or even Skill Damage (more on Skills later).
The Team Perk affects all allies whether you play alone or in a group. Some examples would be increased ammo drops, shared healing, or even boosting team defense. Each Team Perk is unique and provides a little extra "kick" to your gameplay, while also benefiting the team in a coop scenario.
The Utility Perk is considered a “Quality of Life” perk. It’s typically a small buff that blends well with the rest of the Archetype’s gameplay elements. For example, if an Archetype’s gameplay loop is reliant on Sprinting and Evading, their Utility Perk might reduce Stamina costs.
The Relic Perk is a temporary effect that becomes active for a short duration after using a Relic (Dragon Heart). These buffs can often turn the tide of battle but are limited by the availability of your Relic Charges. For damage Archetypes, the Relic Perks are damage-based. For support Archetypes, they are support based, etc. Consume a Relic to get a boost, but remember, they are also your primary heal!
As you gain more experience, your Archetype Perks will become more powerful. However, that’s not the only thing you get from Leveling Up!
Let’s talk about Archetype Skills
Archetype Skills are special abilities that can only be used by that Archetype. So unlike Weapon Mods from the original game, which usually added an alt-fire and could be swapped between Weapons, Archetype Skills cannot be shared between Archetypes. For example, if you want to use that special healing Archetype Skill, you’ll have to use the Archetype it’s attached to.
The second major feature of Archetype Skills is that they operate on a Cooldown as opposed to the Mod Power Buildup of Weapon Mods. Since Skills provide powerful buffs, auras, and even pure damage and healing, they are limited due to time. Using them at the right moment is essential!
Oh, and don’t worry, Weapon Mods haven’t gone anywhere!
Did we mention that each Archetype has 3 Archetype Skills to choose from? That’s right! While each Archetype can only slot 1 Archetype Skill at a time, you may freely switch between unlocked Skills when out of combat at no cost! Tough boss battle coming up? Perhaps you should switch over to a defensive Skill. Maybe something more offensive is in the cards, instead. It’s up to you!
More on the Archetype Trait
Earlier, we briefly touched on the Archetype Trait, but it’s a much more important part of the Archetype System in Remnant 2. Each Archetype still comes with its own Trait. “That’s just like the first game, though!” you say, and you’d be right. However, there’s more to it!
First, the Trait is locked to that specific Archetype.
Second, as you Level Up your Archetype, you automatically gain +1 into that Trait. You don’t have to spend any of your hard-earned points. It’s free! This is vastly more important in Remnant 2 because Total Trait Points are limited. You can no longer have every Trait maxed out. You’ll have to decide what Traits to spend on and what Traits to forgo. Decisions! This is why getting a fully maxed out Archetype Trait for free (at maximum Archetype Level) is huge!
Third, when your Archetype reaches maximum level, the Archetype Trait is unlocked and can be used for ANY build you wish. The only caveat is that if it’s used in a build that it doesn’t belong to, you’ll have to spend your Trait Points on it. For example, you may play a support Archetype that comes with a healing effectiveness Trait. Once you get that Archetype to max level, you can now utilize that Trait on your DPS character… but it will cost you. Of course, your DPS Archetype comes with their own Trait, too!
Unlocking Archetypes
So, this is usually the point where people ask, “Am I locked into my starting Archetype?” and the short answer is “Of course not, this is Remnant!” Picking your starting Archetype only determines your initial playstyle. In Remnant, you can change your Weapons, your Armor, Mods, Rings, and more… so it should be no surprise you can also change your Archetype. What’s the catch? Well… you’ll have to earn it.
This means that even if you pick an Archetype that caught your eye at the start, you can still unlock all the other Starting Archetypes. You don’t even need to start a new game to use them, because as soon as you unlock another Archetype, you can switch to it! You could have your starting Archetype at Level 7, discover a new one, and then immediately change! You’ll still need to level that new Archetype up to reap the benefits of their Perks, Skills, and Archetype Trait… but that’s your choice to make.
Archetypes are unlocked in a multitude of ways, and we will leave that for the community to discover.
Why the Archetype Overhaul?
In the original game, we received a lot of great feedback from players who wished that the Archetypes meant something beyond just their starting loadout. We fully agreed, so we went about designing a system that encapsulated the guiding tenets of Remnant. You can still collect everything, your effort will be rewarded in kind, and the journey will be met with a sense of mystery and wonder. This meant that we couldn’t (meaning; didn’t want to) hard-lock players into their starting choice, and it also meant that we had some really special rewards for players that put in extra effort.
Additionally, each new Archetype Perk and Archetype Skill unlock should inspire new build ideas. When you unlock a new element to your Archetype, we hope it inspires you to think about all the other gear you’ve obtained up to that point and what new combinations are now possible.
AND THEN WE DOUBLED IT
At this point, we’re certain there’s been a lot to digest for new players and returning players alike… but there’s one final element to the Archetype System that we hope blows your socks off.
Two words:
Dual.
Archetypes.
That’s right. Dual Archetypes. Two at the same time. Double Perks, Double Skills, Double Traits.
Along your journey, you will eventually unlock the ability to combine any two of your Archetypes to create a “Class”. Each Archetype will have all their Perks, all their Skills, and both of their Traits represented within a Class. The only exception is the “Prime” Perk we talked about earlier. Depending on which Archetype is in the first slot (aka Prime Slot), their Prime Perk will be activated. The Archetype in the second slot will not have access to their Prime Perk. Archetypes in the Prime slot will have added benefits to their Skills. Things like increased effectiveness, additional charges, shorter cooldowns, etc.
As an example, a DPS ARCHETYPE (PRIME) + SUPPORT ARCHETYPE Class Combo will be different than the same exact SUPPORT ARCHETYPE (PRIME) + DPS ARCHETYPE. In the first example, the DPS Archetype will be featured and thus have their Prime Perk available. Their Archetype Skills will also be enhanced, so it’s safe to assume their DPS capabilities will be enhanced.
In the second example, the Support Archetype will have their Prime Perk available instead of the DPS Archetype’s Prime Perk. Additionally, their Archetype Skills will be enhanced which lends to better overall support capabilities.
Each Dual Archetype Class combination will have its own name. Depending on which Prime Perk is active, it will be added as a prefix to that Class. For example:
(UNNAMED) DPS Archetype Prime Perk: “Violent”
(UNNAMED) SUPPORT Archetype Prime Perk: “Preserving.”
(UNNAMED) DPS CLASS + (UNNAMED) SUPPORT CLASS: “Violent Guardian” *
(UNNAMED) SUPPORT CLASS + (UNNAMED) DPS CLASS: “Preserving Guardian” *
(*) NOTE: The above names are examples only.
Since every Class (Dual Archetype) Combo has its own name, that name automatically obtains a prefix which comes directly from the main Archetype's Prime Perk. We designed this system to make it easy to recognize what the Primary focus is for any Class combination, but to also recognize the individual Archetypes by keeping the same core Class name.
In the End…
If the goal of the Archetype System is to give players a playstyle foundation that they can build around with gear choices, then the goal of the Dual Archetype / Class Combination system is to provide them with an outlet for true build creativity and self-expression. Make the class that best suits you and supplement it with your favorite gear to truly make it one of a kind!
What combination will you create?!
Ben "tragic" Cureton
Principal Designer
A.k.a "Supreme Commander of Progression and Gameplay and Representative of People That Want to Have Fun Builds and Do Other Things Good Too."
I wish the dog trailer had a bit more information to it. Can the dog take damage/ be downed? Can it revive you, say in single player mode? Do you get to pick different breeds or looks (I'm assuming you get to direct its stats in some way)?
Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
I remember there was that skill in the first one that let you summon a zombie monster dog and it was great. I loved bringing him out and sending him to maul far away enemies to death. Had him out and running around pretty much constantly. I hope this turns out this is some kind of magic dog that you can customize with abilities and skins who also never dies because you can just resummon them.
I remember there was that skill in the first one that let you summon a zombie monster dog and it was great. I loved bringing him out and sending him to maul far away enemies to death. Had him out and running around pretty much constantly. I hope this turns out this is some kind of magic dog that you can customize with abilities and skins who also never dies because you can just resummon them.
I wish the dog trailer had a bit more information to it. Can the dog take damage/ be downed? Can it revive you, say in single player mode? Do you get to pick different breeds or looks (I'm assuming you get to direct its stats in some way)?
You should really be asking if the dog can down you, and then bark about how shouldn't cross its line of fire.
“I used to draw, hard to admit that I used to draw...”
Watching the gameplay:
-Handler is probably the name of the 4th class, you can order the doggo to attack and it has its own health bar, did not go down, did receive pets
-Appears you can self revive in solo--though could be a Scrapper class thing
-Enemy drops will automatically appear on the ground instead of dropping into the void, can't remember if this was a thing in 1
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
edited March 25
I am really having a lot of fun with this game. It kind reminds me almost of a third person shooter diablo with a bit of souls gameplay thrown in. Playing with people - for two multiplayer trophies - has been mixed though. Most people rush ahead and just head to next boss etc, while I try to explore. Possibly they are trophy hunting as well, but it is a tad annoying.
Oddly enough I enjoy the game much more solo than with people. Probably stop mp once I have the respective trophies.
The advantage of mp is that other players can revive you but yeah the understanding is usually to rush to the next boss.
The Diablo comparison is apt because other than a few main story quests, there are a series of side events and spawns that can occur in each generation of the world you won't see until another world/generation in adventure mode. This can make getting some cheevos a little tricky but it was fun hoping into mp games and seeing people using gear quite different from my own.
AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
Been playing MP with a ton of classy people, many of whom seem to be trophy hunting so we're all on the same page/agenda with regards to what we're trying to do which is awesome.
I love the fact this game does something I don't think I've seen a lot of other games do, which is if you kill a boss in a different or alternative way you get different rewards for it. That's actually really cool and luring a guy into his basement by hiding in pots is hilarious. Additionally he even builds up corruption damage on you if you sit there and just let him fart a lot. There is a lot of depth to this game and I really enjoy it for that.
I'm almost certainly going to buy Remnant 2 on release now.
I remember enjoying the game with friends. It's not quite as much fun to do repeat stuff as other co-op games, but the story/atmosphere was really good.
Posts
I was pretty sure that was an ad, and was confused when I couldn't find the skip button.
Still, that's Chronos, or a remake of Chronos anyway, the prequel to Remnant. I like this setting, so I hope there's a third game in the series at some point.
Sounds like you're favoring the close range Scrapper start though.
I highly recommend NOT focusing on melee at the start. As Karoz said, it's totally viable, but only once you get some items. So, pick up short range weapons and the scrapper armor, play up close, learn enemy attack timing, etc., and just get more and more melee focused as you get the gear for it.
Further suggestion: IME of using melee to great effect to clear the weaker guys (until you know enemy patterns, the tougher mobs that are seeded in throughout are usually more trouble than they're worth to try to melee) the biggest bang-for-your-buck improvement is the Rapid Strike talent, which becomes available once you get a melee weapon to maximum level.
That's gonna be a while, however, so be prepared to shoot a lot of things. Some of the guns are just way more efficient for clearing the tougher bad guys even when your gear's maxed out.
I became interested in the game because of the dark souls comparisons and while I can really see it in the lore and overall aesthetic, I don't think it is quite hard enough. Maybe when the game launched it was harder? Or maybe the comparison is more apt on the harder difficulties (which I don't need to play for the platinum trophy so I am not)? Either way though this is a very fun game and I hope the devs made enough money to continue the series. Chronos looks cool but I am skeptical about VR games being fun sans VR.
If anyone on ps4 is still active feel free to add me, psn same as here.
PSN:Furlion
Even though you have ended up on the optional branch and skipped past it, you can still go there by heading back to the labyrinth and stepping into its portal.
Otherwise you can also select it as an "adventure" destination from the big crystal in Ward 13
Bravely Default / 3DS Friend Code = 3394-3571-1609
I went back to corsus and beat the unclean one. Having its butt be the weak point cracked me up. Really digging the good boy mod still. Hits hard, lasts 2 minutes, can pin down enemies, and give a health regen buff. Going to take a lot to get me to swap out.
PSN:Furlion
PSN:Furlion
Awaken! A sequel has been announced!
Did not expect it but very glad to see it. Looks like some amazing scenarios.
pretty sure
What's his face may still be alive too, but I think he ages still slowly from his time on that other world?
PSN:Furlion
One of the biggest features of Remnant 2 is the completely revamped Archetype system.
Text
In Remnant 2, your starting choice matters!
While Archetypes still come with a custom gear loadout – consisting of their trademark armor set, three completely unique weapons, and their signature Archetype Trait – they also come with two amazing new additions, Archetype Perks and Archetype Skills! These new features are unlocked by gaining experience and leveling up the Archetype.
Yep, you heard that right… each Archetype has its own independent progression that unlocks exclusive gameplay features unique to that Archetype! So, let’s talk about what that means.
First off, Archetype Perks
There are 5 Perk Types: Prime, Damage, Team, Utility, and Relic.
The Prime Perk encompasses the core identity of the Archetype and typically provides a benefit that no other Archetype or item can provide. As we reveal more details on individual Archetypes, the importance of this perk will come into full view!
The Damage Perk is exactly what it sounds like: it’s the perk that scales the damage output of your character and gains effectiveness as you level up the Archetype. One Archetype may gain a Ranged and Melee damage buff from their Damage Perk, while another may get a boost to Mod Power or even Skill Damage (more on Skills later).
The Team Perk affects all allies whether you play alone or in a group. Some examples would be increased ammo drops, shared healing, or even boosting team defense. Each Team Perk is unique and provides a little extra "kick" to your gameplay, while also benefiting the team in a coop scenario.
The Utility Perk is considered a “Quality of Life” perk. It’s typically a small buff that blends well with the rest of the Archetype’s gameplay elements. For example, if an Archetype’s gameplay loop is reliant on Sprinting and Evading, their Utility Perk might reduce Stamina costs.
The Relic Perk is a temporary effect that becomes active for a short duration after using a Relic (Dragon Heart). These buffs can often turn the tide of battle but are limited by the availability of your Relic Charges. For damage Archetypes, the Relic Perks are damage-based. For support Archetypes, they are support based, etc. Consume a Relic to get a boost, but remember, they are also your primary heal!
As you gain more experience, your Archetype Perks will become more powerful. However, that’s not the only thing you get from Leveling Up!
Let’s talk about Archetype Skills
Archetype Skills are special abilities that can only be used by that Archetype. So unlike Weapon Mods from the original game, which usually added an alt-fire and could be swapped between Weapons, Archetype Skills cannot be shared between Archetypes. For example, if you want to use that special healing Archetype Skill, you’ll have to use the Archetype it’s attached to.
The second major feature of Archetype Skills is that they operate on a Cooldown as opposed to the Mod Power Buildup of Weapon Mods. Since Skills provide powerful buffs, auras, and even pure damage and healing, they are limited due to time. Using them at the right moment is essential!
Oh, and don’t worry, Weapon Mods haven’t gone anywhere!
Did we mention that each Archetype has 3 Archetype Skills to choose from? That’s right! While each Archetype can only slot 1 Archetype Skill at a time, you may freely switch between unlocked Skills when out of combat at no cost! Tough boss battle coming up? Perhaps you should switch over to a defensive Skill. Maybe something more offensive is in the cards, instead. It’s up to you!
More on the Archetype Trait
Earlier, we briefly touched on the Archetype Trait, but it’s a much more important part of the Archetype System in Remnant 2. Each Archetype still comes with its own Trait. “That’s just like the first game, though!” you say, and you’d be right. However, there’s more to it!
First, the Trait is locked to that specific Archetype.
Second, as you Level Up your Archetype, you automatically gain +1 into that Trait. You don’t have to spend any of your hard-earned points. It’s free! This is vastly more important in Remnant 2 because Total Trait Points are limited. You can no longer have every Trait maxed out. You’ll have to decide what Traits to spend on and what Traits to forgo. Decisions! This is why getting a fully maxed out Archetype Trait for free (at maximum Archetype Level) is huge!
Third, when your Archetype reaches maximum level, the Archetype Trait is unlocked and can be used for ANY build you wish. The only caveat is that if it’s used in a build that it doesn’t belong to, you’ll have to spend your Trait Points on it. For example, you may play a support Archetype that comes with a healing effectiveness Trait. Once you get that Archetype to max level, you can now utilize that Trait on your DPS character… but it will cost you. Of course, your DPS Archetype comes with their own Trait, too!
Unlocking Archetypes
So, this is usually the point where people ask, “Am I locked into my starting Archetype?” and the short answer is “Of course not, this is Remnant!” Picking your starting Archetype only determines your initial playstyle. In Remnant, you can change your Weapons, your Armor, Mods, Rings, and more… so it should be no surprise you can also change your Archetype. What’s the catch? Well… you’ll have to earn it.
This means that even if you pick an Archetype that caught your eye at the start, you can still unlock all the other Starting Archetypes. You don’t even need to start a new game to use them, because as soon as you unlock another Archetype, you can switch to it! You could have your starting Archetype at Level 7, discover a new one, and then immediately change! You’ll still need to level that new Archetype up to reap the benefits of their Perks, Skills, and Archetype Trait… but that’s your choice to make.
Archetypes are unlocked in a multitude of ways, and we will leave that for the community to discover.
Why the Archetype Overhaul?
In the original game, we received a lot of great feedback from players who wished that the Archetypes meant something beyond just their starting loadout. We fully agreed, so we went about designing a system that encapsulated the guiding tenets of Remnant. You can still collect everything, your effort will be rewarded in kind, and the journey will be met with a sense of mystery and wonder. This meant that we couldn’t (meaning; didn’t want to) hard-lock players into their starting choice, and it also meant that we had some really special rewards for players that put in extra effort.
Additionally, each new Archetype Perk and Archetype Skill unlock should inspire new build ideas. When you unlock a new element to your Archetype, we hope it inspires you to think about all the other gear you’ve obtained up to that point and what new combinations are now possible.
AND THEN WE DOUBLED IT
At this point, we’re certain there’s been a lot to digest for new players and returning players alike… but there’s one final element to the Archetype System that we hope blows your socks off.
Two words:
Dual.
Archetypes.
That’s right. Dual Archetypes. Two at the same time. Double Perks, Double Skills, Double Traits.
Along your journey, you will eventually unlock the ability to combine any two of your Archetypes to create a “Class”. Each Archetype will have all their Perks, all their Skills, and both of their Traits represented within a Class. The only exception is the “Prime” Perk we talked about earlier. Depending on which Archetype is in the first slot (aka Prime Slot), their Prime Perk will be activated. The Archetype in the second slot will not have access to their Prime Perk. Archetypes in the Prime slot will have added benefits to their Skills. Things like increased effectiveness, additional charges, shorter cooldowns, etc.
As an example, a DPS ARCHETYPE (PRIME) + SUPPORT ARCHETYPE Class Combo will be different than the same exact SUPPORT ARCHETYPE (PRIME) + DPS ARCHETYPE. In the first example, the DPS Archetype will be featured and thus have their Prime Perk available. Their Archetype Skills will also be enhanced, so it’s safe to assume their DPS capabilities will be enhanced.
In the second example, the Support Archetype will have their Prime Perk available instead of the DPS Archetype’s Prime Perk. Additionally, their Archetype Skills will be enhanced which lends to better overall support capabilities.
Each Dual Archetype Class combination will have its own name. Depending on which Prime Perk is active, it will be added as a prefix to that Class. For example:
(UNNAMED) DPS Archetype Prime Perk: “Violent”
(UNNAMED) SUPPORT Archetype Prime Perk: “Preserving.”
(UNNAMED) DPS CLASS + (UNNAMED) SUPPORT CLASS: “Violent Guardian” *
(UNNAMED) SUPPORT CLASS + (UNNAMED) DPS CLASS: “Preserving Guardian” *
(*) NOTE: The above names are examples only.
Since every Class (Dual Archetype) Combo has its own name, that name automatically obtains a prefix which comes directly from the main Archetype's Prime Perk. We designed this system to make it easy to recognize what the Primary focus is for any Class combination, but to also recognize the individual Archetypes by keeping the same core Class name.
In the End…
If the goal of the Archetype System is to give players a playstyle foundation that they can build around with gear choices, then the goal of the Dual Archetype / Class Combination system is to provide them with an outlet for true build creativity and self-expression. Make the class that best suits you and supplement it with your favorite gear to truly make it one of a kind!
What combination will you create?!
Ben "tragic" Cureton
Principal Designer
A.k.a "Supreme Commander of Progression and Gameplay and Representative of People That Want to Have Fun Builds and Do Other Things Good Too."
Dog? DOG?! DOGDOGDOGDOGDOG
You can pet the dog.
*Throws at enemy*
*Enemy dies*
I get a sense people were excite over the dog so they just made a doggo trailer.
I think folks thought it might just be an npc with a dog instead of a PC until they did the gunslinger breakdown and saw them in one of the 4 slots.
*blinks*
Wait I see what you're saying shoe, kinda like Bosco in DRG, it'd help alleviate the difficulty of playing solo since you couldn't otherwise revive.
I'm pretty sure I've seen it with a health bar, not sure if it was totally downed.
You could pet that one too. Even gave you a buff!
You should really be asking if the dog can down you, and then bark about how shouldn't cross its line of fire.
Remnant 2 - 9 Minutes of Gameplay
with doggo action
Watching the gameplay:
-Handler is probably the name of the 4th class, you can order the doggo to attack and it has its own health bar, did not go down, did receive pets
-Appears you can self revive in solo--though could be a Scrapper class thing
-Enemy drops will automatically appear on the ground instead of dropping into the void, can't remember if this was a thing in 1
I am very surprised how many people were playing multiplayer.
Oddly enough I enjoy the game much more solo than with people. Probably stop mp once I have the respective trophies.
The Diablo comparison is apt because other than a few main story quests, there are a series of side events and spawns that can occur in each generation of the world you won't see until another world/generation in adventure mode. This can make getting some cheevos a little tricky but it was fun hoping into mp games and seeing people using gear quite different from my own.
I love the fact this game does something I don't think I've seen a lot of other games do, which is if you kill a boss in a different or alternative way you get different rewards for it. That's actually really cool and luring a guy into his basement by hiding in pots is hilarious. Additionally he even builds up corruption damage on you if you sit there and just let him fart a lot. There is a lot of depth to this game and I really enjoy it for that.
I'm almost certainly going to buy Remnant 2 on release now.
These guys were our favorites, ole horn hands.
2 seems to be keeping it up and then some so I am eager.
Ezlan or I riot, but yeah, really looking forward to this.