speedmeteor101 -> RE: =AQ3D= Suggestions Thread and Rules (12/13/2015 7:33:01)
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Here's how I feel about classes. I see above, and/ or the last page, some were arguing about class roles, function, and trees. Personally, I feel like there should be 2 ways to look at classes: Solo, and Multiplayer. For solo fighting, you should be able to have some freedom to choose your fighting-style. Maybe Every starts with 4 skills (such as what we have) and one of those (change-up) is capable of reacting with another skill if used while the other is still in cooldown. So let's say, with your starting 4, you may already have an effect but very small. And ranking goes up to 10. So when you get to six (like from 6-9) you can start to gather your first (choice) of four skills that may slightly alter you individual fighting style. An example I've used else where or maybe earlier here is "create effects that are focused on 1) Attack (example player guaranteed Crit when these 3 skills used in this pattern), 2) Defense (increased dodge or parry for player), 3) Increase accuracy (so player can cancel out opponent with high dodge), 4) Maybe health (take less damage, or lose less mana) and the base form would be like none of these. So this kind of thing will make a player much more unique without giving too much of an advantage [so class system not destroyed and not stuck to same 4 skills]." This only really changes an effect between 2 skills that the player has. Doesn't change the skills themselves or change the effects and synergies they may have with other classes. For multiplayer all the class has to do is fill it's niche. This is up to AE. This part can decide where your DPS, Tank, or even broader, healer or rogue skills may come into play. And for players to not even have many complaints about the skill limitations I think they need to focus on story (I think we can trust Cysero, look at what he did with DF!). I feel like it should feel like an RPG such as DF but with a more definite and central story-line, except with an option of friends on the side. Like the Orb War saga was the main thing in DF put together by going places all around lore... but there where still things on the side... holiday events, and other smaller quests you find while exploring lore (whether it's natural or just an NPC with his own small quest-chain or story [while there can still be NPC's with a main story]. So yeah nice system + big definite story = gg, i guess
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