The class Ideas can be found at the end.Just some quick clarification on some terms I am going to use.
Fighter-“Subclasses” – refer to the 8 classes, that are created through the utilization of the Fighter Primary.
Let us start out with a basic assumption:
Under normal circumstances, a large diversity in the class choices of the player base is preferable. We do not want the best two fighter classes to be played by 35% of the Fighter players, while the other 6 are played by 3-10%, right?
Obviously, Balance will be a major factor to prevent this from happening and the lack of balance makes the above-mentioned scenario more likely.
This is not a post about balance though. We will be discussing that for months upon months when we see the implemented classes during A2.
This is a post about cohesive class design and distinct class identities
Now to start this out, I would argue, that there are 2 major factors influencing the class decision of a player:
- Perceived Strength (“Is it viable?”, “OP/Top Classes for certain content” -> essentially class Balance)
- Class Identity. That Includes:
- Do the players like the way a class is played?
- Do they like the pace that comes with playing the class?
- Do they like the decision making, that comes with playing a certain class?
- Do they like the underlying mechanics of a class?
- Does the class identity/fantasy fit the player’s mental image of their character?
So either, deciding what class you want to play by the numbers, or deciding what class you want to play by the way a class feels to play. Now, if class identity is lacking, the factor of perceived strength will instantly increase in importance. We all know that balance will play a major role in decision of a lot of players either way. What I am saying here is, that this is
further reinforced when class identity is lacking. If all the Fighter-Subclasses essentially feel the same to play, then player are far more likely to choose the ones, that are considered the best for a certain type of content. If Fighter-Subclasses all just feel like a reskin of each other, with only minor added effects to the abilities, then there is no reason not to play the “best” reskin of the Fighter Archetype.
That is why,
Class Identity should NOT stop at the Name of the class- It should be a core thought when deciding upon the Augments of a class.
- It should be a consistent throughout.
- It should give classes a distinct playstyle, pace, and rhythm of gameplay.
- It should give classes different decisions to make, based on the playstyle and clear-cut strengths and weaknesses that come with it.
Make the class decision be meaningful, instead of creating 8 Reskins of the Fighter Archetype. Through augments, just adding a minor heal on Ability A, a bit of holy damage on Ability B and a Debuff on Charge-Ability C is
bland, boring, meaningless and will come down to number crunching on which subclass is the best for each scenario. I’m usually Warth but let me be Frank for a second: that would be a perversion of the potential this class system has. Working this class system out properly, not only increases the likelihood of class diversity, but it also adds replayability, a sense of discovery and interesting dynamics in both PVP and PVE Scenarios. Additionally, it creates more cogs and wheels for Intrepid to turn, to reach “acceptable” levels of class balance, as it either allows them to
- tweak the underlying Fighter Base Skills if all Fighter-Subclasses perform too well
- tweak the aspects directly related to each Subclass including each Augment, the class-unique aspects and the synergistic effects between the augments.
Now, to showcase how much more the classes can be, than adding some bland ability modifiers to the base abilities, I have been working on several class designs, eventually planning to finish one for each class.
Please take note, that
These are merely examples. If do not like a certain mechanic I have added to a class, feel free to leave feedback on it. I would gladly incorporate some of your ideas and concerns into the designs I have been working on.
or even better: Post a similar rundown on how you could design the class, to spark some discussion
I have considered the restrictions set in place by Intrepid of
secondary classes not adding new actives abilities to the character and the fact, that they don’t want the Augment to change the ability completely, but keep the central thought behind the original Ability the same -> a Charge Ability should still be a charge Ability, An elemental wave, should still be a Wave Type Cone AoE after the augmentation.
Minor augments on certain abilities are totally fine. Not all can be class identity defining Augments.
Most of the following classes are built on the idea, that the classes have the basic normal augments (which change them in a minor way), but additionally add something, that builds upon the class identity itself. This could be a resource, a certain type of buff interaction, or some sort of synergies/mechanics, that reinforce the thought of a cohesive class identity.
Everybody can talk, few people deliver what they have proclaimed. I prefer not to be one of those. That's why you'll find my Fighter Class Designs in the following Google Document.
https://docs.google.com/document/d/18CmukzLvZ8D2oiovVJLJ5W2kayHarq0Mkq3vf9KRoCo/edit?usp=sharing
Feel free to leave feedback, constructive criticism and your general opinions. Even your own class ideas, class designs are very welcome here.