Just to make sure I understand because reading the forums and kickstarter updates can create some confusion. I think in part because the systems being created are new, but we are still using 'old' terminology to relate to it. Or we are at least stretching what is traditionally meant by certain terms. (I use 'we' generically, i know some of you get it).
I have been following CoT for a while but only recently started getting into how it will actually 'be' so there is a lot of info out there, and in the context of a thread something might make sense or seem true that is not entirely so. (edit: it is even hard for me to describe things below without using what I think are 'old' terms. ) So here I go:
__Archetypes. This seems standard, what your general play style, combat style will be. Provide initial limiting on what your powers will be. Also called classification in some spots?
__Specification. Still standard, further refining under archetype. It is more specifically what your group/solo role will be and the effects you will wield. Effects, don't I mean powers? read on...
__Powers (1). There are none! (in traditional terms). NO, fire, electricity, invulnerability or healing for example. There are only effects such as damage, slow, DoT, debuffs and buffs and holds. (This is where I had to rewire my brain a bit)
__Power Sets (1). So since there are no traditional powers, Power Sets are 'logical' groupings of damage type and effects differing in magnitude and variety (i.e. cone, AoE) as you go higher up in level. So if you wanted a melee character that did physical damage and provides buffs to you, you'd pick Tactical Combat.
__Power Sets (2). Choosing a power set locks you into a specific damage type and a few possible effects. The 'lock' will possibly NOT apply to Mastery Sets since they are archetype based which are higher in the hierarchy.
__Mastery Power Sets. Based on archetype, will provide additional opportunity to enhance an effect (power) you have or even add new effects (powers), maybe even outside what is traditionally found in the archetype. .
__Powers (2). Choosing a 'power' in game determines the specific effects you have access to. So if you choose Vortex of Pain you'd do specifically low physical DoT, +DEF and do (unmitigated) 100% damage. A power is specifically single target, cone, AoE, etc... and cannot be changed.
__Powers (3). Choosing a power in game will give you a default execution and visualization for it, which you can alter with AD.
__Damage. There are only 3 kinds: physical, energy and exotic. The kind you wield is determined by your powerset selection. If 3 is to little, or X amount is just right is irrelevant at this point. It can make sense to go with 3 if you consider how much more coding, art and writing work would need to be done to make each damage type, icons, linking to individuals or groups of people, buffs, debuffs, etc... vs the resources they have. Also, logically, can't the 3 types work fine to encompass/represent all the other types of damage?
___Powers vs Effects vs Visuals supplemental (1). The fine line is that the term POWERS was an overarching description of an action that had a defined visual appearance and associated effects. Now POWERS just means the mechanical in-game effects. The visual portion is no longer related to what a POWER is.
__Powers vs Effects vs Visuals supplemental (2). In the other game, if you wanted to have holds, fire damage and fire visuals, you'd pick a fire controller. In CoT, you'd pick a power set with holds, energy damage and a DoT effect. And then use the aesthetic decoupling to make it look like fire. On the surface it sounds like a fine line perhaps not worth mentioning, but it helps me understand what is happening especially in relation to AD.
__Power Sets and Powers supplemental. While the definition is different now, they have to be given names you will understand and make connections to the nature of what they do. So "Barrier Generation" sounds better than "+DEF, +RES Set"
__Aesthetic Decoupling (1). The visuals of your effects (powers). Totally unrelated to what your effects (powers) are. The official definition: "detaching what your powers look like from the game mechanics of the powers themselves."
__Aesthetic Decoupling (2). In the AD portion of powers customization, you can choose not only the visuals of color and auras and such, but the basic animation you will execute. From KS update 12, " You can also go beyond and choose how you throw the flames, from a “set” of animations"
So am i close?