Custom Classes (Full Version)

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GearzHeadz -> Custom Classes (1/2/2014 21:41:32)

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.




JDM -> RE: Custom Classes (1/2/2014 21:45:56)

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.




GearzHeadz -> RE: Custom Classes (1/2/2014 21:50:49)

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.




Mother1 -> RE: Custom Classes (1/2/2014 21:51:16)

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.





JDM -> RE: Custom Classes (1/2/2014 21:57:16)

@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)




GearzHeadz -> RE: Custom Classes (1/2/2014 23:36:35)

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.




ValkyrieKnight -> RE: Custom Classes (1/3/2014 5:08:09)

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?




Stabilis -> RE: Custom Classes (1/3/2014 8:41:10)

The biggest abuse is the abuse that only a few people get to see (eg: 1 of our 6 classes).




GearzHeadz -> RE: Custom Classes (1/3/2014 11:51:06)

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.




Ranloth -> RE: Custom Classes (1/3/2014 11:54:08)

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.




GearzHeadz -> RE: Custom Classes (1/3/2014 11:56:16)

NPCs can use random assortments of skills... I hardly see that as an answer...




Ranloth -> RE: Custom Classes (1/3/2014 12:04:58)

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.




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