Sathrago wrote: » Ill be real this sounds more like a Hemomancer than a nature based character.
Irohnic wrote: » I think what they have now for archetypes and classes is plenty. Any additions should be saved for post-launch content/expansions to 1.) prevent scope creap pre-launch and 2. save some cool content for later expansions. And this is coming from someone who would kill to play a druid-type class in AoC. Also a healing class that uses health as a resource sounds pretty strange to me. Would you be able to heal yourself? is it a 1:1 trade of health? If you get more healing than you spend, would you then be able to heal other druids and essentially have an infinite source of healing between the 2 of you?
Ardiguan The Guardian wrote: » Irohnic wrote: » I think what they have now for archetypes and classes is plenty. Any additions should be saved for post-launch content/expansions to 1.) prevent scope creap pre-launch and 2. save some cool content for later expansions. And this is coming from someone who would kill to play a druid-type class in AoC. Also a healing class that uses health as a resource sounds pretty strange to me. Would you be able to heal yourself? is it a 1:1 trade of health? If you get more healing than you spend, would you then be able to heal other druids and essentially have an infinite source of healing between the 2 of you? I would say the druid would not be able to be directly healed even by another druid, but has to absorb health over time from the enemy or maybe something like you said sprouting little trees(totems) that provide a HoT/buff for self/party.
maouw wrote: » @Sathrago I think if you do that, completely remove HP casting and make it a separate resource that generates when you take damage/debuffs.
Sathrago wrote: » Ooo what if the druid embodies the aspects of plants. So rather than mana they have abilities that take in debuffs, spells, attacks, etc and turn them into powerful healing/buffs. So It would be an HP caster that gains "energy" through absorbing negative effects/damage then releasing that energy back out to heal/buff allies. This is inspired by the plants ability to take in carbon dioxide and let out oxygen. It could revolve around the purification of negative energies to help maintain the health of the lands.
Ardiguan The Guardian wrote: » I would like to start by thanking Steven and everyone at Intrepid Studios for making this incredible project a reality! I can't help but feel concerned for the lack of a directly Nature related class (yes, something like a Druid) a guardian of the woods and everything that calls the woods their home, a Keeper of the Grove if you will. Here are some BASE ideas for a unique Nature wielding class Archetype. Primary role - Healer Type - Arcane?Spell/ability Resource - Health (more health than any other class, mana/health merge to make one resource pool) Hybrid of magical/physical abilities (some spells deal physical damage I.E. launching a chunk of Verra at the target to stun, or binding a enemy with thorny roots, while the more arcane related spells would be for healing/buffing or maybe even some form of mobility) The option to "cook" your spells (The longer you hold the spell button the more %health you dump into the spell increasing the effectiveness of cooked spell, absolutely having the possibility to misjudge and kill ones self, providing a very "high risk, high reward" style of play) I think I'll leave it at that, and let the community add/subtract or all together tear apart my idea. P.S. I'm not much of a forum poster, so if anything about the layout of my post upsets you, I apologize.
Jahlon wrote: » Let's just stop right at the bold spot and realize you've gone right off the rails for anything that resembles game balance
Ventharien wrote: » Your problem there is every archetype having their counter and strength IS a balanced system.
Ventharien wrote: » It either becomes impossible for other archetypes to beat them, or the modifying effects to keep them from being overpowered go too far and make it a sub par choice.
Ardiguan The Guardian wrote: » Ventharien wrote: » Your problem there is every archetype having their counter and strength IS a balanced system. I 100% agree with you, class counters create a balanced ecosystem where "this fish eats that fish". Where I will respectfully disagree with you is the Ventharien wrote: » It either becomes impossible for other archetypes to beat them, or the modifying effects to keep them from being overpowered go too far and make it a sub par choice. with so many variables that go into designing and coding it's "impossible" for me to believe it's not possible.