CROW3 wrote: » Well, for starters summoners can conjure a beer quickly…
GrappLr wrote: » I think what makes old MMORPGs really special (at least a part of what does) is that they used to give every single class an identity, something that made that class feel special. Some classes would get this early on, others later on. Some classes would unlock this from class specific quests. Regardless of how it happened, when you got it, you feel like "yes... this is the great part of being a mage/cleric/druid/whatever". WoW Classic has this in part. Mages can teleport, then they can make portals. Warlocks can summon other people to them. Rogues can pickpocket. Etc. Etc.
GrappLr wrote: » I'll try to keep this short, as I'm sure there is a ton we have not seen from the classes yet, but here goes... I think what makes old MMORPGs really special (at least a part of what does) is that they used to give every single class an identity, something that made that class feel special. Some classes would get this early on, others later on. Some classes would unlock this from class specific quests. Regardless of how it happened, when you got it, you feel like "yes... this is the great part of being a mage/cleric/druid/whatever". WoW Classic has this in part. Mages can teleport, then they can make portals. Warlocks can summon other people to them. Rogues can pickpocket. Etc. Etc. We have seen some class showcases, and while the combat style of each class has been relatively unique, we have not seen showcases of out of combat powers that the classes have. From recollection, I only remember Steven talking about how Rogues will be able to see secret rooms or traps in dungeons. I think in a future showcase, it would be cool to at least cover a little bit of why someone would play a certain class, outside of what it offers in combat. Are there any cool QoL features certain classes have? Do some classes make exploration more fun? Overall, I really hope Intrepid has considered this. I know they've said more than once that they want classes to feel unique, and I just want to stress that I, and I'm sure many others, would love for that uniqueness to carry over to activities outside of combat. It's what makes you feel "proud", or for a better word, "excited", to play the class you do.
Apok wrote: » yeah I miss when characters actually had character. This is why I can't even touche games like BDO it's like the devs of that game think everyone's an idiot or something. The game basically plays itself for you, and the holy trinity is thrown out the window to make it more "accessible" I remember back in an early video steve said he wanted classes to have a RP aspect in the game and not just for what abilities you have. He said he wanted the rouge to be able to find secret passages or open/find chests in dungeons, healer being able to dispel curses that stop progression in an area. so let's hope they stuck to that but that was him idea crafting years ago. Back in FFXI white mages would be teleporting players for money like they were a taxi service and on Ragnarok online there was no crafting besides trade-ins at an NPC. there was a merchant class that could spec into combat or spec into selling items to players and getting NPC discounts, the class changed into either Alchemist or Smith who could also either spec for crafting potions and weapons or spec into combat like the merchant. hell RO even doubled down on their class diversity by adding Taikwon who was like this solo class that had a global leader board for targeting monsters, if you choose to class change you would throw away all your combat abilities to become a soul linker which would link itself to another class to bring out a new power to who you linked to depending on their class
George_Black wrote: » Class identity is the opposite of "play as you want".
Smaashley wrote: » I really want a class to have ground portals so we can teleport party members and portal bomb them.