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Class Switching

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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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