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Class Switching

Scheduled Pinned Locked Moved Suggestions Archive
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  • I Offline
    I Offline
    Ithilidin
    registered
    wrote on last edited by
    #6

    Also, I'd like to see hp modifiers for the subclasses taken.

    Something like:

    +50 hp, -75 mana, +25 stamina for each warrior class

    +25 hp, +25 mana, -50 stamina for each cleric class

    -50 hp, +75 mana, -25 stamina for each mage class

    +25 hp, -50 mana, +25 stamina for each thief class

    Just examples, but you get the idea. Gives a bit more variety in stats so everyone doesn't end up the same.

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    • A Offline
      A Offline
      Anonymous
      wrote on last edited by
      #7

      it sounds like a good idea but…would people who have already put years of work into their char completely LOSE everything they've already worked their asses off for?

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      • SynS Offline
        SynS Offline
        Syn
        retired
        wrote on last edited by
        #8
        • You wouldnt lose any hp, mana, etc from switching subclasses. the only thing you would lose is the stuff specific to that subclass (skills, spells and possibly the +2 stat bonuses)

        • Nobody would have to switch or be compelled to. I.e. you wouldn't lose anything (except skills that you wern't supposed to have in the first place, like some of the wizards having silence and what not).

        Xev, I can definitely see your point. However keep in mind that this is somewhat self balancing in a way… That is you can go 2 mage classes, but you HAVE to give up a cleric, a thief, or a warrior altogether, and it would also limit your choice of remort subclasses (the remort class limits would still be in place).

        I don't know if we'd have align restrictions still. I doubt they would be as stringent. I'm not too sure at this point :P

        Once again keep in mind this is just an idea for discussion. I'm not saying we're going to add it, I just wanted to hear some (civil) discusison about its pros and cons. So please refrain from freaking out at possible bad implications... just list them here so we can look them over.

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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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