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Class Switching

Scheduled Pinned Locked Moved Suggestions Archive
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  • I Offline
    I Offline
    Ithilidin
    registered
    wrote on last edited by
    #3

    I've been saying this for a few years.

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    • XavisX Offline
      XavisX Offline
      Xavis
      registered
      wrote on last edited by
      #4

      I think this is an excellent idea.

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      • NibelungN Offline
        NibelungN Offline
        Nibelung
        registered
        wrote on last edited by
        #5

        Well, would the alignment restrictions remain in place? Ie, would wizards be good and neutral only? I mean, wasn't that only for the class->subclass system?

        Also, the subclasses would need to be looked at closely and PROPERLY balanced so not one single subclass has too much power. Otherwise, you'd have people choosing wizard+sorceror and having so much power it's pathetic. PK would be an ever bigger joke than it is now.

        That's my two cents.

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        • I Offline
          I Offline
          Ithilidin
          registered
          wrote on last edited by
          #6

          Also, I'd like to see hp modifiers for the subclasses taken.

          Something like:

          +50 hp, -75 mana, +25 stamina for each warrior class

          +25 hp, +25 mana, -50 stamina for each cleric class

          -50 hp, +75 mana, -25 stamina for each mage class

          +25 hp, -50 mana, +25 stamina for each thief class

          Just examples, but you get the idea. Gives a bit more variety in stats so everyone doesn't end up the same.

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          • A Offline
            A Offline
            Anonymous
            wrote on last edited by
            #7

            it sounds like a good idea but…would people who have already put years of work into their char completely LOSE everything they've already worked their asses off for?

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            • SynS Offline
              SynS Offline
              Syn
              retired
              wrote on last edited by
              #8
              • You wouldnt lose any hp, mana, etc from switching subclasses. the only thing you would lose is the stuff specific to that subclass (skills, spells and possibly the +2 stat bonuses)

              • Nobody would have to switch or be compelled to. I.e. you wouldn't lose anything (except skills that you wern't supposed to have in the first place, like some of the wizards having silence and what not).

              Xev, I can definitely see your point. However keep in mind that this is somewhat self balancing in a way… That is you can go 2 mage classes, but you HAVE to give up a cleric, a thief, or a warrior altogether, and it would also limit your choice of remort subclasses (the remort class limits would still be in place).

              I don't know if we'd have align restrictions still. I doubt they would be as stringent. I'm not too sure at this point :P

              Once again keep in mind this is just an idea for discussion. I'm not saying we're going to add it, I just wanted to hear some (civil) discusison about its pros and cons. So please refrain from freaking out at possible bad implications... just list them here so we can look them over.

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              • SpunkyS Offline
                SpunkyS Offline
                Spunky
                registered
                wrote on last edited by
                #9

                i wasnt really freaking out, just wanted to know :D

                Advocate of Future Hope, Opposition of Future Fear

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                • DarigaazD Offline
                  DarigaazD Offline
                  Darigaaz
                  registered
                  wrote on last edited by
                  #10

                  I think this would be great and could allow for more specialized characters.. only two things.

                  I agree with Ith that stat bonuses for classes would be really good. Although I think I'd change the numbers a tad, it would also help my second point a lot.

                  Sort of in line with that, perhaps characters should be a bit more proficient at what they go multiple classes for? i.e. a person who goes 3 warrior classes could do more damage than someone who only went 1 and 3 mage classes. Because the skills from warrior classes especially overlap greatly, and I'd really enjoy making a character who was like a highly-trained combat specialist. I mean, a person who has had training in 2 or 3 different types of combat should be able to do more damage than someone who has only learned one. In the same vein, someone who goes 2-3 mage classes should cast much more consistently and perhaps have a few spells be more potent, and a person who goes 2-3 thieves should be able to steal much easier, quicker, and from higher-level victims.

                  Addendum: If this was implemented, I think I'd actually make an alt. Yes, I would actually make an alt.. a scary thought, but possible.

                  Sentience´s Resident Dragon

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                  • SpunkyS Offline
                    SpunkyS Offline
                    Spunky
                    registered
                    wrote on last edited by
                    #11

                    And with this you could make more specialized parties to complete more specialized quests. Have a party with a thief, a mage ..one character of each class ..to accomplish one task. It would be nifty

                    Advocate of Future Hope, Opposition of Future Fear

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                    • L Offline
                      L Offline
                      Laje
                      registered
                      wrote on last edited by
                      #12

                      I really like this idea, but the problem I see is that many of the skills/spells are overlapped by classes. If more of them were specific to just one class instead of all classes it would be worth it to give up a class.

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                      • DarigaazD Offline
                        DarigaazD Offline
                        Darigaaz
                        registered
                        wrote on last edited by
                        #13

                        I sincerely want this to be implemented ASA-freaking-P. Syn, if you need any help coding or anything, or any help with balancing or testing stuff, I would really like to help in any way possible. I do have a little experience with C and C++.. though unfortunately I know the game's in C and my C++ stuff is useless there.

                        Sentience´s Resident Dragon

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                        • JazelleJ Offline
                          JazelleJ Offline
                          Jazelle
                          registered
                          wrote on last edited by
                          #14

                          I have suggested something like this for years. The only exception I see is the lost of practices. If people could be credited for the practices that would be good.

                          I also agree that the cross over spells and skills need to be taken out and the sub-classes made much more solid. Still the classes do need to be worked on and several brought up to snuff.

                          I would love to see someone go all warrior or mage but also to balance the two put in a VULNERABILITY/RESISTANCE system. If you go too much to one class your going to suffer a shift in the balance. If you go all warrior you have a % of vulnerablity to magic and for a mage you have a % of vulnerablities to weapons. Well you get the idea. If you keep to a balance of sub-classes your Vul/Res are milder.

                          It would be nice to see all the combos and give them titles. I would gladly do up charts for it all. Grin

                          The last Mystic -

                          All things are possible - until you open the box. - Ref. to Schrödinger´s Cat

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                          • DarigaazD Offline
                            DarigaazD Offline
                            Darigaaz
                            registered
                            wrote on last edited by
                            #15

                            I think instead of the vulnerability/resist system you suggest, which could be quite viable, a system like I suggested before would be better.. it's somewhat the opposite; if you go more than one of a type of class, you get stronger in that profession… for more explanation, refer to my earlier post.

                            Sentience´s Resident Dragon

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                            • JazelleJ Offline
                              JazelleJ Offline
                              Jazelle
                              registered
                              wrote on last edited by
                              #16

                              <quote author="Darigaaz">@Darigaaz:

                              I think instead of the vulnerability/resist system you suggest, which could be quite viable, a system like I suggested before would be better.. it's somewhat the opposite; if you go more than one of a type of class, you get stronger in that profession… for more explanation, refer to my earlier post.</quote>

                              Still if you don't have or are limited in one profession there should be some kind of vulnerablity. If a person goes all warrior they are not (other than with weapons and potions) going to have much defence against someone casting magic.

                              The last Mystic -

                              All things are possible - until you open the box. - Ref. to Schrödinger´s Cat

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                              • S Offline
                                S Offline
                                Specialk
                                newly_registered
                                wrote on last edited by
                                #17

                                How long has the current mage, theif, etc thing been working? Yeah it does limmit a lot of stuff but it helps make the game more balanced, I think some classes are a little too screwed up and need fixing, such as the necro, and i think there should be hand to hand weapons like iron knuckles etc. But over all the system we have now helps create balance.

                                The warrior classes are balanced, they make it hard to chose because they all have good qualities.

                                Mage classes are kinfa favored to druids for the enchant ability from what i am seeing, but some people still branch off.

                                Sorcerred and Wizards are good but other than drain life and if you want to be nice the resorect spell, necros need some work from what i see.

                                And I don't really go to far into the thief classes but bards have some dealdy songs, and at an early level they can REALLY do some damage fast with the dispel song. I ahve never used them though so I don't know how they work.

                                In conclusion I think that sytem works and I like it the way it is.

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                                • DarigaazD Offline
                                  DarigaazD Offline
                                  Darigaaz
                                  registered
                                  wrote on last edited by
                                  #18

                                  I also think the current system works relatively well and certainly isn't bad now. However, the way it is, everyone has everything; everyone has heal, everyone has blind, everyone has all 4 types of classes and we're all very similar in skill sets. I want to see characters get specialized in one area. This allows for much more diversity, and adds vastly more, I think, fun to the game. Just think if in real life everyone was the same, or at least like 80-90% the same; life would be absurdly boring.

                                  Sentience´s Resident Dragon

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                                  • SynS Offline
                                    SynS Offline
                                    Syn
                                    retired
                                    wrote on last edited by
                                    #19

                                    I think the response has been positive so far. This has pretty deep implications, so I'm not going to implement it until I'm ready (i.e. I'm not going to work it into this next update, but I will definitely look at implementing it thereafter). I'm polishing up the new version and it's looking better and better. Thank you all for your feeback.

                                    Dari, I agree with the need for variety. I think it's really bland when everyone has heal/blind etc- I think the complexity that would arise from having truly diverse class choices would be much better for game dynamics and PK as a whole.

                                    I've gotten the feedback I need on this topic so far, so I'm gonna un-sticky it but leave it open in case anyone wants to add anything else. I'll dig it back up when I start working on this, which won't be for a little while… but it's still open for discussion.

                                    In the meantime please comment on my other post about mage spells 8)

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                                    • I Offline
                                      I Offline
                                      Ithilidin
                                      registered
                                      wrote on last edited by
                                      #20

                                      If subclass changes are going to be made, I think that there would need to be an adjustment to skills. A three class warrior should have an advantage over an all single class person. First class warrior should see easy to use weapons such as dagger, sword, staff and exotic. I say exotic because it really could mean just anything you pick up and use as a weapon. Be given dodge, second attack and other minor skills, save the magical items usage. This sort of treatment should used across all classes. A one class mage casting fireballs and such just doesn't make sense to me. Or a first class thief blackjacking and slitting people.

                                      As stated somewhere else, I have always been a proponent of giving hidden skills and spells to the specified class. For example, a third class cleric could gain a spell called heaven's wrath, that would not be a known skill until they reach the right level and class requirement. Or disguise for the four class person, which would in effect be a shift type skill. They could disguise themselves to be a mob of the area they are currently in. Due to the generalization of their skills, they are better adept at being able mimic their surroundings.

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                                      • T Offline
                                        T Offline
                                        Tone
                                        registered
                                        wrote on last edited by
                                        #21

                                        I didn't see anyone mention to rp factor about all this. If you think about it like you said everyone has all four classes as it is now. You and a friend play and one could solely be a spellcaster whereas the other solely a warrior/thief classes and it would make interesting forms and add a little bit or a lot to the playing experience. I think it would encourage people to form. After all someone who is all mage or warrior is not going to go kill some supermobs solo with just one set of classes. I don't know if i explained it right but I tihnk you guys understand. Just think of the rp it could encourage

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                                        • I Offline
                                          I Offline
                                          Ithilidin
                                          registered
                                          wrote on last edited by
                                          #22

                                          This is by no means complete, balanced, anatomically correct or anything like that. It is meant to display what I had meant from my previous post. Some adjustments were made as stated. It is also based on that there will still be three classes per class, with an open ended fourth.

                                          feign - This skill I took away from classes because I feel that it should be more of a vampire or lich skill. I could see it as a thief skill

                                          healing hands - This skill I took from mage class since the help file says it is a cleric spell

                                          light shroud - Due to their holiness, I took this from the mage class as well and gave it to cleric

                                          enchant armor - Being as they are good with the arcane, mages should naturally get this

                                          enchant weapon - See enchant armor

                                          enchant artifact - Not a spell, but should be for mages. Allows them to enchant jewelry and artifacts. Third class spell.

                                          scrolls - Due to their magical nature, clerics and mages get this early. Thieves, after having spent time around such things, pick it up late in their career.

                                          wands - Too magical for anyone but mages to understand how to use.

                                          staves - Given to clerics and mages for their arcane abilities.

                                          recall - remove the move cost from word of recall and leave it on recall

                                          [global skills]:

                                          hand to hand

                                          recall

                                          single weapon style

                                          [mage skills]:

                                          First class:

                                          armor

                                          burning hands

                                          cancellation

                                          chill touch

                                          colour spray

                                          dagger

                                          faerie fire

                                          infravision

                                          magic missile

                                          quarterstaff

                                          scrolls

                                          shield

                                          shocking grasp

                                          stone skin

                                          weaken

                                          Second class:

                                          acid blast

                                          blindness

                                          charm person

                                          control weather

                                          death grip

                                          dispel magic

                                          earthquake

                                          energy drain

                                          entrap

                                          fireball

                                          fireproof

                                          fly

                                          giant strength

                                          haste

                                          lightning bolt

                                          locate object

                                          lore

                                          inferno

                                          invisibility

                                          pass door

                                          sleep

                                          staves

                                          summon

                                          wands

                                          Third class:

                                          afterburn

                                          animate dead

                                          chain lightning

                                          channel

                                          dispel room

                                          electrical barrier

                                          gate

                                          improved invisibility

                                          kill

                                          mass invis

                                          nexus

                                          raise dead

                                          room shield

                                          silence

                                          slow

                                          starflare

                                          summon

                                          web

                                          [cleric skills]:

                                          First class:

                                          armor

                                          bless

                                          cause serious

                                          continual light

                                          create food

                                          create rose

                                          create water

                                          cure serious

                                          detect hidden

                                          detect magic

                                          dodge

                                          fireproof

                                          flail

                                          mace

                                          meditation

                                          quarterstaff

                                          refresh

                                          scrolls

                                          spear

                                          underwater breathing

                                          Second class:

                                          brew

                                          call lightning

                                          cause critical

                                          create spring

                                          cure blindness

                                          cure critical

                                          cure disease

                                          cure poison

                                          detect invis

                                          dispel evil

                                          dispel good

                                          earthquake

                                          flamestrike

                                          fly

                                          identify

                                          kicking

                                          lore

                                          martial arts

                                          reverie

                                          scribe

                                          skull

                                          staves

                                          stone skin

                                          Third class:

                                          blindness

                                          calm

                                          catch

                                          control weather

                                          cosmic blast

                                          counterspell

                                          curse

                                          deep trance

                                          demonfire

                                          dirt kicking

                                          enchant armor

                                          enchant weapon

                                          frenzy

                                          harm

                                          heal

                                          healing hands

                                          holy word

                                          light shroud

                                          mass healing

                                          plague

                                          poison

                                          remove curse

                                          sanctuary

                                          summon

                                          third eye

                                          word of recall

                                          [thief skills]:

                                          First class:

                                          blackjack

                                          dagger

                                          dodge

                                          enhanced damage

                                          hide

                                          pick lock

                                          scan

                                          sword

                                          Second class:

                                          acrobatics

                                          backstab

                                          crossbow

                                          detect traps

                                          haggle

                                          peek

                                          sneak

                                          steal

                                          Third Class:

                                          circle

                                          envenom

                                          hunt

                                          lore

                                          second attack

                                          slit throat

                                          [warrior skills]:

                                          First class:

                                          axe

                                          bash

                                          dagger

                                          dodge

                                          fast healing

                                          kick

                                          mace

                                          second attack

                                          spear

                                          sword

                                          Second class:

                                          archery

                                          bow

                                          dirt kicking

                                          enhanced damage

                                          polearm

                                          rescue

                                          shield and weapon style

                                          shield block

                                          third attack

                                          two-handed weapon style

                                          whip

                                          Third class:

                                          circle

                                          disarm

                                          dual wield

                                          exotic

                                          fourth attack

                                          intimidate

                                          mount and weapon style

                                          parry

                                          scrolls

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