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Class Switching

Scheduled Pinned Locked Moved Suggestions Archive
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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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