Veeshan wrote: » Figured we could come up with some advance archetype designs/plat style/mechanic to make them unique from eachother, here some of my idea so far ive come up with.Summoners + Wildblade (Fighter) - Class no longer a pet class, instead of summoning pets they summon weapons as short/mid range attacks, they function as spell attacks however they do physical dmg instead of magical, they also get more defensive skills available to them since there shorter range. Class mechanic replaces mana bar with combo pips, weak attacks build up pips and string attacks/skills consume pips instead, i say 10 pip max and skill consume anwhere from 2-10 pips. there skills tend to have short cooldowns than other classes
Veeshan wrote: » I do think they need more resource not just mana And i think each class archtype needs to feel slightly differently either via mechanically or feel/playstyle. if all mages for example played the same where they just hit buttons and do dps spells and feel the same as eachother there realy no point to play a specific one they just go with highest dmg or highest aoe dmg one. I also beleive some archtypes should be harder to play than other archtypes in the same tree, like having one mage that is close range and u need to position yourself well to maximise your output while trying not to be hit some people will enjoy more than another that sit back without a care in the world rotating skills for example other can be more challenging via use of unique mechanics and what not the trick is for each archtype to have an easy mode to play one and a challenging one with the rest imbetween so everyone can find one they can play well/enjoy