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Class Switching

Scheduled Pinned Locked Moved Suggestions Archive
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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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                                • MythologyM Offline
                                  MythologyM Offline
                                  Mythology
                                  registered
                                  wrote on last edited by
                                  #23

                                  Personally, I don't feel being able to go multiple mage classes would work well. It would give people the option of choosing their classes better, but it could also make out for some really shitty characters too, and then the people would just complain about that. I went these classes and no cure blind! how could this be!

                                  I'll hafta throw in a no vote for this one. The 4 class idea has worked well so far.

                                  Maybe make specializing in a certain field part of the Guru aspect? nobody has talked about Guru much lately.

                                  -Mythology, the Anonymous Anarchist

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                                  • A Offline
                                    A Offline
                                    Anonymous
                                    wrote on last edited by
                                    #24

                                    Being able to pick any class whether its one of each or 4 mage classes is a pretty cool idea. However if the good spells/skills are removed and saved only for multiclasses of the same type of class, where you'd get the best stuff if you go all the same class type, I don't think it would result in a lot of good characters. If you went all 4 classes in 1 type, you'd be good at 1 thing. If you wanted a balanced character and chose 4 different types of classes, you'd end up being good at nothing.

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