Home  | Login  | Register  | Help  | Play 

Custom Classes

 
Logged in as: Guest
  Printable Version
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel General Discussion >> Custom Classes
Forum Login
Message << Older Topic   Newer Topic >>
1/2/2014 21:41:32   
GearzHeadz
Member

So this idea has been bouncing around quite a bit recently, so I think we should actually take it upon ourselves as forumites to set up a fair and balanced system for custom classes. This thread is about the requirements that should be there, and anyone is free to pitch in, and feel free to explain your reasoning. Once we're done talking about it, we can move a final draft to the suggestion thread and see how it turns out.

Here are some ideas I feel should definitely be implemented and we can all understand why.
-Skill requirements: Field medic, 1 stun, 1 multi, 1 final
-When making a custom class, you must choose what weapon type the class can work off of. Ex: Staffs, wrist blades, or clubs.
-Can not have multiple debuffs or buffs

If you have any other ideas please share.
Also the idea of "skill tiers" had been mentioned. Discuss what skills would be on what tier and why.
DF AQW Epic  Post #: 1
1/2/2014 21:45:56   
JDM
Member

To be honest, from my perspective if we were to have custom classes this would render all the 6 classes almost pointless as i'm sure everyone would rather take a custom class than one of the 6.

I have a solution to this though, why not make more skills for each class and allow us to replace different skills to our liking?

Maybe even make a special shop for our specific class that allows us to buy new skills at a fair price.

< Message edited by JDM -- 1/2/2014 21:49:02 >
Epic  Post #: 2
1/2/2014 21:50:49   
GearzHeadz
Member

That's an interesting idea. When you unlock a new tier, you have a choice of skills. Another idea that I had, was giving each class their own passive traits, much like the old passives. These would not be skills, but would just naturally be part of the class that you would unlock with level or some other requirement. This would put a lot more variety back in to classes. The way I propose that we would make a custom class, is that they do not get passive traits like the original classes. This is to retain balance.
DF AQW Epic  Post #: 3
1/2/2014 21:51:16   
Mother1
Member

In all honestly we might as well scrap the 6 classes, make the class master cheevo rare, and just make custom skill trees for all.

I say this because as long as we have the 6 classes, we will always have complainers wanting something the other classes have that they don't and with the way the staff is sadly they will sooner give it to them which in turn will make diversity and certain moves/builds worthless which is exactly what happened the moment they did the following updates

1 Add costs to cores
2 changed passives moves to active moves.

Epic  Post #: 4
1/2/2014 21:57:16   
JDM
Member

@GearzHeadz

Yeah, i read that suggestion you made about passives and i agree very much on that idea. It would open more room for more interesting skills in the skill tree yet still kind of distinguish each class from one another.

@Mother1

Yeah, that very well is probably the case. So as i suggested i think they should make many more skills for each class and allow us to customize our skill tree with all the available skills that are in our specific class.

And maybe to still kind of distinguish each class from one another i think each classes having their very own set of natural passives would help. (Essentially what GearzHeadz suggested)

< Message edited by JDM -- 1/2/2014 22:07:17 >
Epic  Post #: 5
1/2/2014 23:36:35   
GearzHeadz
Member

The following would be skills that all custom classes could choose from:

Offensive skills: Double strike, bludgeon, berserker, fire scythe, bunker buster, plasma cannon

Stuns: Stun grenade, plasma grenade

Debuffs: Smoke screen, malfunction, intimidate

Shields/Armors: Defense matrix, energy shield, plasma armor, mineral armor, hybrid armor, shadow arts, blood shield

Buffs: Field commander, blood commander, reflex boost, technician, adrenaline rush

Multis: Artillery strike, multi-shot, plasma rain

Energy moves: EMP, static grenade, static charge, battery back-up, energy parasite

Healing skills: Field medic, mark of blood

Poisons: Toxic grenade

Ultimates: Satellite strike

This are all skills that players would be able to pick from. Skills would be ranked into tiers, based on the strength of the skill. An example, an ultimate could not go on the first tier of skills. As I stated in the original post, although we would have custom classes, you would still have to choose a weapon type that you would use, thus allowing you to access certain skills that are locked to said weapons, and giving access to armors.
DF AQW Epic  Post #: 6
1/3/2014 5:08:09   
ValkyrieKnight
Member

Custom classes seem ripe for abuse. Not a fan of players being able to use what they want as Omega is testament to a game without regulations. No?
AQW Epic  Post #: 7
1/3/2014 8:41:10   
Stabilis
Member

The biggest abuse is the abuse that only a few people get to see (eg: 1 of our 6 classes).
AQ Epic  Post #: 8
1/3/2014 11:51:06   
GearzHeadz
Member

Then maybe there should be balance restraints? Ex: Smoke and bunker both improve with tech, so if you get one, you can not use the other. As one nerfs physical defenses, then the other deals high physical damage.
DF AQW Epic  Post #: 9
1/3/2014 11:54:08   
Ranloth
Banned


IIRC, during the previous livestream - or the one before -, NightWraith himself said that Custom Classes will likely never happen in ED, due to balance and coding reasons - mostly the latter, and do take into account that not everything is possible to be coded, or not yet at least.
AQ Epic  Post #: 10
1/3/2014 11:56:16   
GearzHeadz
Member

NPCs can use random assortments of skills... I hardly see that as an answer...
DF AQW Epic  Post #: 11
1/3/2014 12:04:58   
Ranloth
Banned


NPCs aren't players. They have fixed skilltrees, but skills borrowed from random classes. You're asking for every single player to have their own skilltree saved in the database + skill layout, as well as being able to code it so you can pick any skill, make it work with your weapons (ALL weapon in-game), and make sure the game can handle it.
AQ Epic  Post #: 12
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel General Discussion >> Custom Classes
Jump to:






Icon Legend
New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts




Forum Content Copyright © 2018 Artix Entertainment, LLC.

"AdventureQuest", "DragonFable", "MechQuest", "EpicDuel", "BattleOn.com", "AdventureQuest Worlds", "Artix Entertainment"
and all game character names are either trademarks or registered trademarks of Artix Entertainment, LLC. All rights are reserved.
PRIVACY POLICY


Forum Software © ASPPlayground.NET Advanced Edition