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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
(If my avatar wasent a dead giveaway)
Shadow-Priest/Wraith (Supportive DPS): I love a good Damage/Support hybrid, Draining and applying afflictions to a target to slowly drain its life away meanwhile converting that damage into healing for his/her allies giving them more sustain.
Berserker (Physical DPS, Medium Armor): Forgoing heavy armor in favor of armor like leather and hide allowing them to maintain their mobility and speed. Weapons of choice would be Dual Swords/Axes or 2h Swords & Axes (Possibly a Small Buckler allowing for short term pocket tanking), with an emphasis on the more damage the Beserker does/takes the more he/she goes insane becoming even faster and resilient as it carves its way through its enemys.
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Templar/Paladin/Crusader (Healer/Melee Hybrid Support Class)
Perhaps you would consider having a melee/magic class that use some sort of divine holy power and is capable of healing themselves as well as others and/or mitigate incoming damage to themselves and allies. They would also be capable of using most melee weapons. Things like the 2hand sword, Sword, 2hand Mace, and Mace. Lastly, they would be able to wear plate armor. The Holy Warrior archetype is an awesome addition to any mmorpg, but many games have failed to capture the balance between the melee-healer hybrid. However, it is definitely something every mmorpg should have.
World of Warcraft does a pretty good job with its Retribution Paladin. I am able to effectively heal my allies and myself from time to time to keep us in the fight, or help my partner recover from a devastating attack. All while still doing what I enjoy most - getting up close and personal, swinging a great sword at my enemies. In fact, as Retribution Paladin you're rewarded with mana replenishment for successfully staying in the fight, mitigating damage, as well as dishing it out. Where they fail with the paladin, is that their tanking element (Protection Paladin), is unable to effectively absorb the damage of their party members in pvp. In pvp the protection paladin and in fact all tanks are little more than glorified flag carriers and base sitters. Star Wars the Old Republic does a good job of breaking away from that and made their tanks viable threats on the battlefield. Sure, the tank wasn't going to be the best at a 1v1 fight, but they instead significantly reduce the damage output of the enemy team, effectively making it so that you want to try and get rid of that tank if you ever hope to damage the healer, never mind the rest of the team.
They achieved this through a mixture of passive absorption abilities and active abilities that had aoe absorption effects. They made an ability like taunt viable in pvp - reducing the targets damage by x% if it attacked anything other than the caster. These two games together have captured a pretty good, but not complete idea of how this class should play. Ultimately, the goal would be to make it a strong support role that was meant to "fill in" or "Boost" the abilities for other classes - preferably through off healing/cleansing and damage mitigation. Kind of like a buffer class. If a healer drops, it's not the end of the world the Templar can minimize the damage that would have otherwise been felt and with light aoe side heals, keep the front line in the fight a little longer. Not, healer is dead, now we all die shortly after. A Templar class would make that a more gradual process.
Same thing applies for tanking and damage dealing, the tank goes down - you've got someone to fill in his spot, not quite as good as maybe a warrior tank, but with the side healing/party damage mitigation - he can fill the role of the main tank long enough for main tank to return to the battle, etc. Maybe as front line fighters their versatility shines in that they act as a sort of "resource fount". As they deal damage to the enemy and receive damage in turn, the mana and hp of their comrades is restored by a small %. Maybe, they act as debuf cleansers and buff givers. Guild Wars 2 does this with their Guardian class. The guardian applies a great deal of "boons" (aka buffs) that last for a few seconds, but effectively improve the dmg output, defense rating, and other stats of their party members for a short period of time. In a sense, they are doing more damage by increasing the damage of their team-mates.
So playing this classes solo is hard and rater unrewarding while you level.
I love the complex melee/bleed playstyle with high mobility.
Also druids are so cool in WoW because they can shapeshift and get new skills and passives ect ect.
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I agree! I loved Druid's playstyle and no class I've played in any MMO since has captured the same versatile, dynamic class mechanic to me.
I'd also love to see some kind of Assassin, glass cannon melee DPS that lives on a knife's edge at all times. Spacing out CDs with a lot of mobility at the expense of low armor/HP pool. High risk/reward.
And last some kind of Necromancer healer/debuffer that heals his/her party through periodic/sustained damage on her targets. I've always found the multi-task healing playstyle a lot more fun than just turreting heals out like crazy.
PS - 1st post, can't wait for this game!
I want to see anti-classes.
Diametrically opposed builds.
I am hoping for 32+32 exact opposites or failing that 4+4.
eg aoe regeneration vs aoe degredation (Healer vs Leech build)
aoe armour vs aoe penetration
I want to see individuals given access to all class single target skills, but in a biasing way to enable unlimited builds.
I want to see class restricted aoe versions of skills too though..
Thus in a group setting class becomes paramount due to the aoe restriction.
But in a solo setting, versatility comes to the fore.
I want to see anti-classes.
Diametrically opposed builds.
I am hoping for 32+32 exact opposites or failing that 4+4.
eg aoe regeneration vs aoe degredation (Healer vs Leech build)
aoe armour vs aoe penetration
I want to see individuals given access to all class single target skills, but in a biasing way to enable unlimited builds.
I want to see class restricted aoe versions of skills too though..
Thus in a group setting class becomes paramount due to the aoe restriction.
But in a solo setting, versatility comes to the fore.
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You seem like a very split person ;) (bias everything)
The idea for aoe/single skills sounds awesome though, could be a good way to open up classes. Although having a pure fighter throw a fireball might be a bit strange, but within what could be explained lore vice :)
Yes I am split....torn asunder. lol.
Classes use to be based on attribute selection before they became rigid.
Many attribute thus became their own resource meter of sorts.
We still have it with stamina/magicka/health bars.
If it was me, which probably thankfully its not :rofl:
..each player would have 8 variable/depletable resource bars (1 for each archetype).
These would amplify the effect of each primary classes skills.
But build selection would be 8 points on the corners of a cube, where opposing corners were opposing build energy.
Depending on where you placed a selector within the cube of 8 archetypes would define your single target hybrid.
You would always be closer to one particular archetype than any other (this one being the chosen AoE class)
To me people learn any skills or any profession when they feel like.
But they all have a leaning/preference toward certain areas.
Thats what makes everyone special and unique.
Everyone tries to find their own niche.
The only way to satisfy that, is to create/allow an infinite variety of niche builds.
Making the AoE part class specific though, encourages group play, but allows solo play.
Meh! I can dream :/
A positive and negative quadity in effect + solo flavour.
I even thought of a way to colour the 8 archetypes.
Not red + not green + not blue
Not red + not green
Not red + not blue
Not green + not blue
Not red
Not green
Not blue
White.
Thus black would be opposite white.
Thus red would be opposite not red.
etc.
https://cp.sync.com/dl/f808a1520#etzj3ccc-bm5ni4zp-bj8tp7ya-mfqex7bi
A master of a bow, tracking and camouflaging.
A character that go out to the wild for hunting or scouting for enemies ( or Caravans?).
Warriors that can DPS and Tank
Priest that can Heal and DPS like Cleric abilities but not tank
Elemental Mages
Wizards - Arcane Mages
Warlocks
Shaman - Heal and DPS
Bards that are mainly Support classes
Rogues, Ninjas, and Theifs that are DPS/Support Classes
Samurai
Crafter Only Classes
Blacksmith
Letherworker
Clother
Enchanter
Scribe - Can make books of Magic and very powerful one time use scrolls. Also think UO like Rune books and recall scrolls.
Cooking
Architect
+Unusual(original) classes(with interesting mechanics) like Heralds of Xotli from AoC(mellee mage - morphs in demon), Marauder from Warhammer online(body parts mutations mechanic), Vampiir/Savager from Daoc etc.
Would like play for unusual hybrid<sort of necro-warlock-warrior>(not reaver or shadowknite type)-fighter with dark/demonic spells, which could cast sort of bone armor or transform in "bone demon'' with sonic control and damage conversion spells.
+If talks about Summoners: demonolog /necromancer/spiritist/golem/elementals master/mb some sort of mechanic(could create mechanical golems or other creatures with magical source of energy)
+If Monks would be here - hopes they could combine 2 function: "light"(evasion oriented) tank and support
Bards really do it for me when it comes to role playing games.
A class that uses psychic powers would be interesting as well, to be able to use the enviroment around them to hurl rocks or whatnot, or going about choking people with their mind, would be pretty neat.
[/quote]Nice! an Avatar that is holding a sucker and could be pet.
As others have said I'd like a shapeshifter class but also a dark caster so you can make combinations like Summoner/Dark Caster = Necromancer or Fighter/Dark Caster = Dark Knight. It may still be possible but I'll need to see some spell list/ability list to know.
P.S. please comment and share thoughts on this... add to it if you want.
I have loved magical characters since I was a kid. I would love to see something like that. And perhaps a tankish magic wielder since my wife will inevitably make me tank while she heals.
(Also the suggested tag was "necromancer," so I add "a shapeshifting necromancer" to my list of classes that would be great to see.)
mechanic ideas: When you get a certain amount of undead followers you can use them as resources for stronger spells or even combine them to create a stronger undead based on the type and tier of the followers you sacrificed. ie. a 6 armed skeleton by combining 5 or so skeleton minions . this would be a low physical type --> middle physical type. You can have high tier undead but it would take a lot of finding undead of specific types and combining them to make even cooler looking undead. ex 5 mid physical type + 5 mid magic type + 5 mid animal type = Undead dragon. or 10 mid physical type + 5 mid magic type = a Black Knight.
Another I think would be cool is a shapeshifting class that can turn into different monsters depending on what you want to do. whether it is heal, r-dps, m-dps, or tank.
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Nah that's not correct at all, many games had this for example with gear. But today the gamers want all the things in easy mode ;-) ... They get what they want
Details to some uncertain things:
Cleric (summoner) - the reason why I would aid cleric with summons more than Rangers is because rangers in most of the games are already strong enough to deal fine with the situations, while clerics are just pure healers with couple buffs and some offensive skills.
If not to aid cleric with summons, then give it some serious blast skills that will make the class useful in offensive pvp too :)
Rogue/Archer Hybrid - Ive never seen this combination in any game yet. In one moment archer with long range, but medium damage, in other moment invisible assassin and strong damage. ( Invisibility would be enabled in assassin stance only) :) This combination would be little compensation for having no summon.
Demon - doesnt necessarily have to be some dark being, but lets say big iron claws are not so usual thing in mmos today. Being it melee, with some nice AoE skills while doing some type of dark control or drain mana/HP from its targets. As an alternative to this class would be some type of gravity-controlling class or some Air/Earth melee type of magician :)
I saw a lot of amazing ideas in this topic, so I wanted to share couple of mine. I know some of them might sound extreme (if not all of them), :D but if properly handled I believe they could work well in game :)