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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.
Opinion on how each class should function
ArchivedUser
Guest
I'm curious on what you guys think about how the classes should work. I'll be sharing my opinions on how the classes should work within the game. I'll be adding sub class combinations slowly.Will be updating the thread as I think of new thoughts to add. As of right now, I'll start with the main classes.
MAIN CLASSES
Tank
Defense capability: Strong Defense and very hard to kill.
Offensive capability: moderately lower compared to other damage classes, main purpose is to lock down targets but can manage it's self damage wise in solo play.
Mobility capability: Should have a few options to close the distance.
Fighter
Defense capability: Should have some life steal or shield deplete mechanic to make them keep up with their offensiveness. Slightly more HP/DEF base than rogue.
Offensive capability: Solid melee damage and hard CC options(depends how you build)
Mobility capability: A few gap closers and should have a CC break ability.
.
Rogue
Defense capability: Stealth is one of their key defensive and offensive options. Evasion is another option to their defense.
Offensive capability:Solid melee damage with DoT damage.(Bleeds and poison)
Mobility capability:Possibly having dash skills that have the option to use it as escape or disengage. But shouldn't have too many options to run away since they have stealth.
Mage
Defense capability: Squishy but has options to kite enemies away.
Offensive capability:Great ranged magic damage and hard CC from abilities( Ice, possibly elemental CC traps)
Mobility capability: Teleporting should be its main option to escaping danger.
Ranger
Defense capability:Mobility should be one of their defenses. Maybe even have invisible trap mechanics to deal with melees?
Offensive capability:Great long range damage and possible a melee skill or two to protect themselves from melee. (Push kick into a backflip?)
Mobility capability: Should be up there with rogue but have their own unique twist. Maybe they should have a backflip while shooting their own bow as a skill for disengage.
Summoner
Defense capability: Possible have a skill that creates a zone of bones in a circle that lock people in. I feel like your summons should play a role in your defense and your offense. They should have a passive shield that reduces damage based on how long you are and can be depleted when damaged enough.
Offensive capability: besides your summons being offensive, they should long range CC. Summons should be the main focus of this class and should require a lot of micro management to handle this class.
Mobility capability: I feel like they should have one close the distance or get away. I feel like mobility and squishyness should be their weakness.
Cleric
Defense capability: Besides their heals, they should have utility spells that give short timed buffs that give great amount of defense, attack or etc. This will be nice change instead of having a 30 minute buff that's pretty decent and makes the player to choose wisely about using the skill compared to just using it because it lasts for 30 minutes. Don't get me wrong, you can have those in the game but have the short timed ones as well.
Offensive capability:Not as great compared to other DPS classes, should be able to manage it's self in solo play DPS wise. Also should have a decent about of CC abilities.
Mobility capability: They should have a decent skill to close the distance or engage, but not as great compared to other classes since their strength is else where.
Bard
Defense capability: I believe they should be a bit more tanky compared to clerics but doesn't heal as much as clerics. They should have a similar short timed buffs as cleric.
Offensive capability:Should be slightly lower compared other DPS classes but should have debuffs and offensive buffs that make up for that.
Mobility capability:I feel like they should have one close the distance or get away. I feel like mobility and slight squishyness should be their weakness.
MAIN CLASSES
Tank
Defense capability: Strong Defense and very hard to kill.
Offensive capability: moderately lower compared to other damage classes, main purpose is to lock down targets but can manage it's self damage wise in solo play.
Mobility capability: Should have a few options to close the distance.
Fighter
Defense capability: Should have some life steal or shield deplete mechanic to make them keep up with their offensiveness. Slightly more HP/DEF base than rogue.
Offensive capability: Solid melee damage and hard CC options(depends how you build)
Mobility capability: A few gap closers and should have a CC break ability.
.
Rogue
Defense capability: Stealth is one of their key defensive and offensive options. Evasion is another option to their defense.
Offensive capability:Solid melee damage with DoT damage.(Bleeds and poison)
Mobility capability:Possibly having dash skills that have the option to use it as escape or disengage. But shouldn't have too many options to run away since they have stealth.
Mage
Defense capability: Squishy but has options to kite enemies away.
Offensive capability:Great ranged magic damage and hard CC from abilities( Ice, possibly elemental CC traps)
Mobility capability: Teleporting should be its main option to escaping danger.
Ranger
Defense capability:Mobility should be one of their defenses. Maybe even have invisible trap mechanics to deal with melees?
Offensive capability:Great long range damage and possible a melee skill or two to protect themselves from melee. (Push kick into a backflip?)
Mobility capability: Should be up there with rogue but have their own unique twist. Maybe they should have a backflip while shooting their own bow as a skill for disengage.
Summoner
Defense capability: Possible have a skill that creates a zone of bones in a circle that lock people in. I feel like your summons should play a role in your defense and your offense. They should have a passive shield that reduces damage based on how long you are and can be depleted when damaged enough.
Offensive capability: besides your summons being offensive, they should long range CC. Summons should be the main focus of this class and should require a lot of micro management to handle this class.
Mobility capability: I feel like they should have one close the distance or get away. I feel like mobility and squishyness should be their weakness.
Cleric
Defense capability: Besides their heals, they should have utility spells that give short timed buffs that give great amount of defense, attack or etc. This will be nice change instead of having a 30 minute buff that's pretty decent and makes the player to choose wisely about using the skill compared to just using it because it lasts for 30 minutes. Don't get me wrong, you can have those in the game but have the short timed ones as well.
Offensive capability:Not as great compared to other DPS classes, should be able to manage it's self in solo play DPS wise. Also should have a decent about of CC abilities.
Mobility capability: They should have a decent skill to close the distance or engage, but not as great compared to other classes since their strength is else where.
Bard
Defense capability: I believe they should be a bit more tanky compared to clerics but doesn't heal as much as clerics. They should have a similar short timed buffs as cleric.
Offensive capability:Should be slightly lower compared other DPS classes but should have debuffs and offensive buffs that make up for that.
Mobility capability:I feel like they should have one close the distance or get away. I feel like mobility and slight squishyness should be their weakness.
0
Comments
Or'd I miss something?
Need to theorycraft utilities, like trap disarm and unlocking doors for Rogues.
And decipher script and disenchanting arcane locks for Mages.
But, it's a great idea - you can always revise later.
It always bugged me that their heals somehow get categorized as utility, while mages get all these cool utility spells in addition to their cannons.
Btw love the podcasts that you was in.
I'd prefer that tanks control the battlefield more then the fighter gives tanks more usefulness then just getting aggro and sitting there
@VisualizeZ
Their roles in dungeon and sieges and PvE "situations" i wonder about most.
Especially the diffrence between a Paladin (tank/cleric) and a cleric/tank playstyle f.e.
I hope they give some extra new flavour to teh classes then just "traditional" roles.
The devs have hinted that Clerics won't just be standing in the back healing.
Seems like they're wanting Clerics to be more like they are in D&D... capable of dealing considerable damage.
Speaking of bards, it'll be nice if they could translate lore\language based locks\puzzles.
The difference in playstyle of a tank/cleric and a cleric/tank would be pretty significant no?
Steven has mentioned that the secondary classes only adds an augment and a "flavour" to the primary skills. e.g. fighter has a skill that charges in to battle, fighter/mage might end up teleporting into battle instead.
So the Tank primary will have a lot of cleric flavoured tank skills, quite possibly with some self heals sprinkled in. While the Cleric tank will still be mainly healing the party, but the heals could come with some nice damage mitigation tagged on to the heals (like having addtional damage wards on the heals etc.)
"Offensive capability: besides your summons being offensive, they should long range CC. Summons should be the main focus of this class and should require a lot of micro management to handle this class."
Not like: cleric is a healer, and they can't be built to be one of main dpses or one of main tanks.
I want rogues to be able to sacrifice dps and become evasion tanks. Clerics to be able to sacrifice heals and become dps casters or melee dpses or tanks etc.
I believe every class should have the possibiity to be whatever they want to be, but shouldn't be able to do everything at the same time.
DDO did that. ESO did that a little bit too.
Not that i disapprove, but don't you think there needs to be some structure. Classes need to be more than just how someone plays their character.
I'm half with you on that. My only concern is that the arguments against this would lead to kinda the same arguments as the arguments against people being able to switch primary class/roles in a game.
I wouldn't mind being able a make a slightly more dps focused cleric, but I wouldn't personally like a Cleric that's a pure dps. That would belong to one of the "DPS Primary\Cleric Secondary " type classes I hope.
Taken from the lazypeon Q&A with the devs. Notes from aocwiki.net.
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Class Structure:
Secondary class doesn’t come with new actives, instead it comes with augments.
You can double down on your archetype and make yourself better at that specific role
Or you can choose Fighter/Rogue and add a stealth augment to your rush skill.
Normal fighter might charge in and do damage with a knockdown
Fighter/Rogue when you activate the rush, you go stealth and you reappear when you reach the target.
Subtle change to your primary class that reflects your secondary
If you choose Fighter/Tank you would be a tanky fighter
If you went Tank/Cleric you could have augments that let you sustain yourself in combat, Paladin class.
Can’t heal party, can heal self
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I think you just augment your primary class actives and the changes will be subtle. It doesn't look like it'll be as extreme as removing heals from the healing primary class, more like having additional abilities to those heals. Perhaps the total healing will be reduced with a more offensive augment, but to lose healing and go full dps/tank sounds unlikely to me.
In ESO every class had access to tanking, healing and dps skills so every class could perform every role. Not every class would be as good in certain roles but every class/role combination was viable.
From what Ive heard I dont think the devs will limit Clerics to just healing or Tanks to just tanking. I do worry a bit about the how its implemented because someone with decent dps and strong heals/defense tends to get really powerful in PVP situations. But that depend on the healing/defensive capabilities of the dps classes just as much.
So, the question becomes ... what if I like just focusing on heals, not on damage? Am I then effed and left with no alternative to the style of heals I prefer to do?
@Steven, can you offer some insight to this?
Edit: Edit2: fir horible gramerz.
If like @Dygz was saying they go more towards the DnD side of things which let's be honest here it seems to be something their keen on. Then a cleric would always be able to focus healing pretty well and still has some very potent divine offensive spells. There was a few summons in there pertaining to things like necromancy or divine sphere summons such as Deva.
So really your cleric was a necromancer/healer/summoner/offensive anti evil caster. Not to say they couldn't directly hurt other things with offensive magic but they typically had bonuses against things such as undead. YOU HEAR THAT @nagash !!!! Well your probably gonna be some form of summoner cleric anyways aren't you. =P