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Class Switching

Scheduled Pinned Locked Moved Suggestions Archive
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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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