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Class Switching

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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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