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Class Switching

Scheduled Pinned Locked Moved Suggestions Archive
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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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