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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.
No "Bad Guy" Main Class Type
ArchivedUser
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You have Badguy lategame Classtypes. But no Badguy Startgame Class Types.
I don't want to be a goody two shoes cleric healer for most of the game before I get to play my Bad guy Necromancer. There completely different play styles and even character arche types.
What if I want to be A Knight, that uses Death (Anti Paladin etc)? You have no starter class that allows me to combine this.
Add "Warlock" as a starting class. This will fix the issue. And allow you to start as a Bad guy, and End as a Bad guy.
(See my other post, which needs aproval for more clarification). But basically this is a severe disparity where the player is forced to play most of the game as an Archetype they do not want to play, before being allowed to "Be Bad".
There are a lot of players that will look at the class-list and go.. Wheres my Evil Main Spec for my Character? and Not finding one, Move on to another game. A lot of People do not want to play a Cleric for example, before they become a Necromancer. Or when Playing a night only have the option to be a paladin, (Goody Two Shoe) But no the option to be an Evil Knight.
Adding "Warlock" as a Main starting class will Fix this. As a Warlock typical deals in Chaos, and Dark Magic (Life Drain, CC, Fear, Some sort of Hellfire or whatever AOE maybe, You Know basically an Evil Mage).
I don't want to be a goody two shoes cleric healer for most of the game before I get to play my Bad guy Necromancer. There completely different play styles and even character arche types.
What if I want to be A Knight, that uses Death (Anti Paladin etc)? You have no starter class that allows me to combine this.
Add "Warlock" as a starting class. This will fix the issue. And allow you to start as a Bad guy, and End as a Bad guy.
(See my other post, which needs aproval for more clarification). But basically this is a severe disparity where the player is forced to play most of the game as an Archetype they do not want to play, before being allowed to "Be Bad".
There are a lot of players that will look at the class-list and go.. Wheres my Evil Main Spec for my Character? and Not finding one, Move on to another game. A lot of People do not want to play a Cleric for example, before they become a Necromancer. Or when Playing a night only have the option to be a paladin, (Goody Two Shoe) But no the option to be an Evil Knight.
Adding "Warlock" as a Main starting class will Fix this. As a Warlock typical deals in Chaos, and Dark Magic (Life Drain, CC, Fear, Some sort of Hellfire or whatever AOE maybe, You Know basically an Evil Mage).
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Fighter/Tank (Basically the same exact thing)
Rogue/Ranger (Basically the same exact thing)
Mage/Summoner (A mage can summon stuff).
So you have at least 6 of the main classes that are Identical. Hard to tell whats what.
It appears there is no basis for the traditional Necromancer and Shadow Knight classes. An AoC Necro is Summoner/Cleric...seems odd. The closest thing I can see to the Shadow Knight class is Tank/Rogue...also seems odd.
I can't imagine they won't have mechanics like fear and lifetaps in the game, so those skills will almost certainly have to be rolled into the Rogue or Mage class.
My guess: if you want to start evil, start as a Rogue. Many of the classes with that archetype contain the words "shadow" or "night". A Nightspell seems like it will be especially nasty.
But I am hoping that they will let the advanced class decide a bit more than what has been hinted at. Otherwise, this game will be sorely lacking in diversity(my currently greatest worry). I don't expect them to do a 200% rework the platform at once, just a slight change(from the base we've seen so far) to set the prescedent. To allow darker types of class-aspects to develop more, later on. Even as synergistic effects develop for spells and skills.
Wait.... No idea what its lacking it.
Let's wait a few more months till they've released enough stuff on the class system before we jump to any conclusions.
Let's take one of my old favorite MMO's, Dungeons and Dragons online and see, they've got a wizard tree you can go down that makes you take undead forms, immune to healing, use your own negative energy spells for healing, summon undead creatures and be able to heal your summons. Focus on necromancy and improve your DC in those spells.
Pretty fun and you could be that, undead character who does everything deathly. But I was a cleric main, and was looking for something of an undead priest, that's just me and it'd been something I was looking forward to in DDO since ages long past, alas, I haven't played the game in quite a while now.
Still, you've got those edgy players that like to be sickly, evil bastards. Death Knights, Necromancers, Liches, Warlocks, they're pretty cool, I think we just have to wait and see how different and how pronounced these branching classes are.
We could talk about what we want to see before it comes out. You know...the reason these forums exist and everything.
I will give some examples for just the starting 8:
Tank - While you may be the "protector" of the party you do not have to do it for free. Charge gold to provide your bulky mass of protection and either attack those that won't pay you or leave them waiting on your whims. Demand loot or other rewards for your continued compliance.
Fighter - Similar to the Tank but in this you can be a bit more proactive. Be the bandit leader. Heading the charge to cut swaths of destruction to the caravans or run extortion scams.
Rouge - I don't think this need to be really elaborated on but just don't play a "thief with a heart of gold" and you should be plenty 'bad' for what you are looking for.
Ranger - Stalk your prey, be a hunter of the most dangerous game (man), or otherwise be a nature crazed person who wants to run off all other from "your" lands who would spoil the wilderness or muscle in on your territory showing the full fury of your animal traits.
Cleric - A little bit harder but you just have to think outside the box. You can do a mercenary thing similar to the tank or push an agenda such as people must comply with certain behaviors or rituals to receive your boons. Basically start a cult. And if your cult is enough fun you can get others involved and create a situation where people in a node run out of non-cult Clerics and thus must conform to your demands. Make them strange or greedy, such as "Give me gold for healing" or "Throw a PvP fight to me showing your willingness to bleed."
Mage - Similar to the rouge you just don't play a good guy. Be obsessed with magic or power at any expense.
Summoner - Think of yourself as enslaving your summons as opposed to working with them. Basically its evil pokemon.
Bard - Trump. Basically be Trump. Make up stories, lies, or otherwise use rumors to do you damage. This is going to likely be a buff/debuff based class so just focus on the debuffs.
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Now if your overall concern was the lack of negative energy, purple void particles, and blood magic just alter your mental head canon and assume that those things are not novice skills or practices. You start out as a Mage before you become a Warlock, or as a Rouge before a Cultist. Don't try to start as Gul'dan but rather someone who plays like an evil person before they find the ancient tome of unspeakable power.
And that is where the problem lies. Because they say that mostly, only the base classes themselves matter(or rather have hinted). And the base classes have no classes that indicates an allegiance towards dark magic. And this is where the issue of a lack of diversity stems from.
Not to mention that they said the influence of the 2nd class pick, will be mild. This causes further worry.
But as long as they stick to the meaning of the darker class names, future development will be fine. They will have a broad enough base to work from, that it doesn't matter if class diverse is perfect from the start. They will already have the spectrum to build from.
Technically six attributes would allow 2^6 or 8x8 attribute combinations. So the fact 6 attributes were shown seems relevant ?
There could even just be a check box where you select if your playing an evil\dark character and the skill lines you are offered are determined by that. For a Cleric you get divine healing but if you chose the dark option you get life steals. For all we know there are already dark vs. light options for our characters already in the works. At this point we just don't know. But I'm really looking forward to finding out.
Its all good having deathknights, death this and death that in a name , but once i walk into a quaint city tavern or market square and see a so called death knight queuing up like everyone else to buy the latest herb or sell his latest wares....it all becomes a bit nonsense in my mind.........If the game has a corrupted faction totally separated from the civilized folk now that would be something .
But there is room for the shifty warlock and or undercover necromancer doing dirty deeds in a town in the middle of the night....mewhahaha