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Also hoping the story doesn't fall off so much. FA didn't have the most engrossing narrative, but the places you got to see and fight through reminded me of Myst and I was disappointed that feeling didn't last even after the DLC dropped.
EDIT: Here's the blurb from the article posted already in case people missed it:
"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."
So looks like I have nothing to be annoyed about. Genuinely looking forward to this game now!
There were tank builds, Melee builds, Healer builds, Weapon mod builds and summon/pet builds in RE1
Most of them still had some kind of gun damage buff like Soul charm giving you gun dmg per summon or Elder set giving your whole team 30%dmg on dragon heart, but the focus of the build wasn't the gun damage.
probably some archetypes are going to be more heavily into some "spell" usage, i'd assume? but there'll almost certainly be a support type and a tankier melee oriented type as well. they kinda went halfway with that in the first one, seems like they're embracing that idea of being able to fill a niche more this time around.
i'd be kinda down to see something that utilizes a shield, too...
... And then, you can add a 2nd archetype to the character. You won't have the main passive perk, only the minor ones? I guess you don't have the active skills either.
And you can add the usual traits that we know (vigor, spirit, etc).
It does sound a bit complicated for something that does not need to be. Does it make it better? There was a simplicity in the first game that was compelling. Easy to understand and i don't think players wanted changes to that part of the gamplay.
For Remnants 2, I just wanted to be sure that you don't need to reload a map X times to find an item (like Leto's Amulet). A fixed map (for the main story) is, from my point of view, superior in design.
For the rest, the less changes, the better.
I'm a bit worried