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Playstyle and identity of later class revamps

 
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6/30/2021 19:34:45   
Bannished Rogue
Member


This isn't intended to be a "which class will/should be revamped next".
More so with the Necromancer looking like it's leaning more to a magic type beastmaster in comparison to the old class which was more of just a magic caster with an ambiguity for the potential form change of the assumed lich form. So this change got me thinking about how some of the other classes can be brought up with the more recognized playstyles. Before I do so I would like to outline my thought process of how the classes should be, based on tier:

quote:

Tier 1- Should be providing a base line understanding of the general mechanics of the game as well as providing small application and strategy for that playstyle / Example:
Fighter- Focuses on STR stat and its application (damage boost, elemental modifier resistance percentage decrease, statuses that nerf damage)

Tier 2- Should be a further immerse in the particular playstyle that branches off of the tier 1's; these should be a staple in a particular task or build (i.e: dodge, infliction of a specific status, backlash, etc.) to give them uniqueness rather than just having a bunch of skills that just.. do stuff and deal damage. These should be slightly stronger than an untriggered tier 2.5 but weaker than it triggered of course.

Tier 2.5- These are even more specialized skills considering they require different types of skills all coalesced into one art form. They aren't generally useful like the flat tiers but a extremely effective at the certain task it was designed for (typically your "slayer" classes). When triggered (i.e: dragonslayer vs. Dragon), it should be able to reach tier 3 (flat) power

Tier 3- With the long hinted "Archmage" class, it is possible that a singular successor directly from one specific tier 1 class could be a thing instead of what I'm about to describe about tier 3.05. This would be a pinnacle of power for its respective tier 1 counterpart, very versatile to wear as a standard and obviously taking a power nerf for overall usefulness. It should overall be a little bit stronger than a non-triggered tier 3.05 (i.e: paladin not fighting undead or demons).

Tier 3.05- Are only .05 instead of the full point into 4 because the third prerequisite is not in line with the main two and just an additional tier 1 class prerequisiteinstead if another tier 2. Overall this class follows the same suit as the tier 2.5 in utility and mechanic however given its higher tier, it should be overall useful as a standard armor, but true power cannot be achieved unless triggered of course.

Tier 3.5 or Tier 3.55- This currently doesn't exist. This theoretically would be the result of an additional and unrelated tier 2 and/or 2 & 3 prerequisite. While technically possible, I dont have any idea what kind of thing would be in here nor am I advocating for a class in this theoretical tier.

Tier 4- It very well could be the something like the Archmage could come with something like the necromancer as a prerequisite, which would bump up its tiering. This would be virtually the same as what was described as a triggered tier 3.05 all the time with a nerf to power for overall usefulness.

I tier based on the number of classes in direct evolution of a previous class (i.e: assassin is 3 because it is preceded by ninja which is 2 because ninja is directly preceded by rogue which is 1; the .05 comes from the non-directly related tier 1 class of scholar). I could go into extended decimals when a class only requires a rank 5 vs a mastery of rank 10, but I do not feel it is really necessary for this discussion and would prefer to keep this as simple as possible.


Now to get on with what I've contemplated as potential concepts to for what the other classes could feasibly be. NOTE- I will only mentioning ones that weren't updated and I believe lacks a mechanical identity and I also don't think there NEEDS to be a 1-1 counterpart of the tier 1 classes for every tier.:
Tier 1: (Given how basic they are by design, I generally do not think that these need an update or an increase on emphasis of identity, but if I had to say something)
Fighter- As mentioned above
Mage- Focuses on INT stat and its application (especially with spells: damage, stopping statuses (freeze, paralyze, control), summons)
Rogue- Focuses on DEX stat and its application (boosting MRM, guests and statuses that nerf accuracy, DoT statuses)
Scholar- Introduction into stat drives and passive and toggle skills or the start of the hybrid (STR+INT)
Dracomancer- I've contemplated this to be bumped up to a tier 2 class so I will discuss this in that bracket, but given that I imagine this to be the starter of the hybrid playstyle, I could also see this remaining a tier 1 class
Beastmaster- Focuses on CHA stat and it's application (simple guest summons that just deal damage, should also have skill(s) that can replace pets with class exclusive pets that follow the same mechanism as the guests)

Tier 2:
Martial artist- I believe a good way to give this utility and identity relative to existing playstyles, would be to make this the definitive backlash and counter class
Berserker- A big part of me feels like this should be rolled under martial artist especially given the similar prerequisites. Other than that I really don't have much thought on this
Ninja- There seems to be an emergence of dodge builds, I feel like this could be a good means to see that in a class. There are multiple ways dodge can be achieved more than just a simple base MRM boost, so I'm sure this can be achieved in various ways with ninja themes

Tier 2.5
Beastmaster- I believe should be bumped down to tier 1 given how basic of a game play function is presents as well as helping me find use for another class
Dracomancer- Given pirate=[fighter+rogue], beastmaster=[fighter+rogue], shadowslayer=[rogue+scholar], dragonslayer=[fighter+scholar]; I find that fighter+mage or fighter+scholar would make the most sense. As I alluded to before, I believe this should be the "hybrid" class (STR+INT). This is only here given the concept of the more tier 2 like mechanics, because of the neccesity of the dual nature of being a hybrid. If I were to make this a "slayer" it would be a mage slayer.
Pirate- I believe should be the tier 2 version of beastmaster (specially since they currently share the same pre-requisites), and swapped with fighter as its prerequisite. A good way to give this identity would be to where most of the skills are summoning guests (crew members) with different abilities

Tier 3:
Weapon Master- I believe this would be the natural successor to the knight either in a direct line from fighter or with the additional martial arts training. Where we could finally train under Zhilo who I always assumed was among the strongest of the knights made famous by his mastery of the axe specifically. This would work like the martial arts class where there is a style for each of the common weapons ( Tentei or Boog=sword, Zhilo=axe, Eselgee=mace/hammer, lol idk a bun-bit?=dagger, no-one immediately comes to mind=spear/halberd) because there are a lot of weird unconventional weapons

Tier 3.05:
Assassin- I think this should be bumped down to a flat tier 3 and the scholar class be taken out as a prerequisite.

What do you all think?

< Message edited by Mr. Uber -- 7/2/2021 14:26:24 >
AQ DF AQW  Post #: 1
7/1/2021 8:16:55   
stratuscone
Member

wow great post!

I am really digging this idea, specially since, like before the Paladin/Necro revamps, when was the last time that classes were relevant lore-wise? Having this shift of classes serving as "play-style" guides also helps in the role-playing aspect of the game. I know it's been the meta for the past couple years now, but having warriors trained by Blackhawke and Rogues trained by Valencia mostly scrambling to nuke the opponent .

Really great discussion to be had regarding this idea.
AQ DF  Post #: 2
7/1/2021 10:54:35   
J9408
Member

For Berserker, I imagine the class would focus heavily on STR and END. They would be hard hitting tanks, that have little disregard for damage and status inflictions, both on enemies and themselves.

They would be a Fighter, but with High HP.

I imagine them having abilities that relate to Body over Mind stuff, which would allow them to break status conditions inflicted on them. Like the Werepyre ability, Unstoppable.

The class may focus on boosting it's damage through HP drainage or Status Condition boost. For example attempting to paralyze a Berserker will only make them angrier, increasing their damage. And if they break through a status condition, they gain a temporary damage boost.

One of the old Berserker class skills, increase your damage every time you get hurt, it is called "Ticking Clock!".

The class is all about high physical damage, a straightforward class.

< Message edited by J9408 -- 7/1/2021 11:05:08 >
Post #: 3
7/1/2021 11:49:51   
Zennistrad
Member

I don't think that classes beyond Tier 3 are feasible. Tier 3 classes (or 3.05, as you put it) are already not just viable in the endgame, but based on the current state of Paladin it looks like they will be some of the strongest armors in the game, period. Paladin might not have nearly the same damage output as WKZ or Lumenomancer Bloodmage, but it has a level of sheer versatility and utility that makes it definitely the best all-around light-element armor. Necromancer and Archmage might be more specialized, but having a whopping twenty skills will definitely make them top-tier armors in their own right regardless. Going beyond Tier 3 would just bring even more power creep to AQ, and we've already had plenty of that in recent years.

That said, I do agree that classes should have their own mechanical identity. I've actually posted quite a few class revamps and new class ideas in my suggestions thread, and one of my goals with each class was to give each of them a distinct mechanical identity. This is what I've got so far:

Tier 1:

These are the basic classes, and give a good idea of what each different playstyle in the game can do. Their abilities are simple: while I've designed them so they can scale to Level 150 and be effective, most of what they do is done either better or more efficiently by Tier 2 and Tier 3 classes.

Fighter — A starting class focusing on melee attacks. Has a few simple weapon-based skills and damage-enhancing skills, and can switch to a fully-offensive lean at level 10.

Mage — A starting class focusing on spells. Can cast spells of every element, though these spells require a slight SP cost in addition to the normal MP cost. Can also increase the damage of spells for more MP at Level 10 (though not to the same degree as the Wizard).

Rogue — A starting class focusing on dodging attacks and hitting accurately. Can steal health potions from the foe and then use those potions for attacks, and at Level 10 can switch to a special armor lean that inflict bleeding.

Ranger — A starting class for defensive characters focusing on 100-proc weapons. Has multiple skills to become more effective with 100-procs, and can select a "favored enemy" to deal extra damage against.

Scholar — A jack-of-all-trades starting class. Can gain a special resource called "insight" each turn to pay for abilities.

Tier 2:

These are the midgame classes, and have a more specialized role. Here you start to see a lot more variety and power in what the classes can do, as well as a more focused thematic and mechanical identity.

Ninja — A tier 2 rogue class centered on kiting, with skills to improve dodging and deal extra damage after evading enemy attacks. At level 10 it can lock its attacks to wind for elecomp damage, and also ensure its attacks auto-hit.

Wizard — A tier 2 mage class with more powerful spells and MP regeneration abilities. Has specialized variants for each element.

Berserker — A tier 2 fighter class focusing on inaccurate but powerful attacks, dealing more damage as your HP lowers. At Level 10, it can change its lean to a "super-offensive" lean, taking and dealing x1.5 damage but being locked to only normal attacks for three turns.

Hunter — A tier 2 Ranger class. In addition to being to its 100-proc abilities, it has the ability to set traps which trigger when hit by a melee, ranged, or magic attack, and can reduce enemy attack power with a light-element skill.

Dracomancer — A tier 2 class equally usable by fighters, mages, and hybrids. Has the ability to lock its attacks to melee or magic, depending on the option the user selects. Has a transformation ability at level 10, similar to vampire/werewolf level 10 abilities.

Beastmaster — A versatile advanced class for characters that use pets and guests. Can summon a wide variety of guests, and can toggle between offensive and defensive leans.

Savant — A Tier 2 Scholar class. Still a jack-of-all-trades class, but with somewhat weaker abilities than other Tier 2 classes. However, these abilities are "free," having cooldowns instead of SP costs.

Tier 3:

The top tier of classes. Having 20 abilities instead of 10 grants them vastly more utility and power than most other classes by default, and they almost always have the ability to modify their Armor Lean in ways the other classes don't. Their thematic and mechanical identities are tied to a very specific theme which is reflected in their abilities.

Gladiator — A Tier 3 fighter class. The theme of this class is "blood, sweat, and tears." Has especially powerful attacks and skills compared to most classes, but has higher SP upkeep than normal on most of its skills. Some of its skills automatically drain SP from you each turn and can't be turned off, and drain HP instead if you don't have SP. Several abilities help it regenerate SP faster, and it gains "gladiator charges" which can be spent on powerful attacks.

Assassin — A Tier 3 rogue class. The theme of this class is "win by any means necessary." Inherits many of the kiting capabilities of the Ninja, as well an instant-death skill at Level 20 which deals extra damage if it fails to kill. However, its main is on an extremely wide variety of debilitating status effects, meant to ensure that no opponent it faces can fight back effectively.

Archmage — A Tier 3 Mage class. The theme of this class is "mastery of space, time, and the Void." In addition to the expected ability to boost spell damage, the Archmage specifically gains the ability to deal more frequent and damaging lucky strikes with spells, reflecting its ability to skew the laws of the universe in its favor. However, all of the Archmage's built-in spells exclusively deal Harm damage, lowering its ability to exploit elemental weaknesses.

Warden — A Tier 3 Ranger class. The theme of this class is "prepared for anything." Has a wide variety of triggered abilities to boost damage, and at max level can gain a +10% damage boost trigger against foes with INT, STR, or END (+30% if the foe has all three.) Its level 5 ability "Elfshot" is the signature ability of the class, allowing it to lower the damage it deals with 100-proc weapons by 20% in order to inflict a equivalent status effect based on the the category of monster you're fighting (Disease against weres, defLoss against Dragons and Dragonkin, Elevuln against Demons, etc.)

There are a few others I'm drafting right now as well. Pirate will be a Tier 2 Rogue class with an emphasis on LUK in its skills, and Treasure Hunter will be a Tier 3 Rogue class with a theme of "fame and fortune" that uses gold to pay for some of its skills.
AQ  Post #: 4
7/1/2021 12:32:48   
J9408
Member

^What do you think a Tier 3 class that focuses mainly on pets & guest look like?

What theme would it be anyway? I can't think of any, except for maybe a Demon summoner?

< Message edited by J9408 -- 7/1/2021 12:39:13 >
Post #: 5
7/1/2021 16:34:17   
Bannished Rogue
Member


quote:

J9408 said:
For Berserker, I imagine the class would focus heavily on STR and END. They would be hard hitting tanks, that have little disregard for damage and status inflictions, both on enemies and themselves.

They would be a Fighter, but with High HP.

I imagine them having abilities that relate to Body over Mind stuff, which would allow them to break status conditions inflicted on them. Like the Werepyre ability, Unstoppable.

The class may focus on boosting it's damage through HP drainage

I actually really like that idea. A way to in a sense weaponize END, though it being stat focused makes me feel like it would make more sense to be a tier 1 class. But I wouldn't want it to be a tier 1 lol

quote:

What do you think a Tier 3 class that focuses mainly on pets & guest look like?

What theme would it be anyway? I can't think of any, except for maybe a Demon summoner?

I don't think there needs to be a 1-1 counterpart for every one of the tier 1 classes in each of the higher tiers. However I reorganized how I felt how the tiers worked so that they would mostly level out. Therefore my idea of what a tier 3 class that focuses mainly on pets & guests is the tier 2.5 Pirate as when triggered, it would be able to reach the tier 3 power.


quote:

Zennistrad said:
I don't think that classes beyond Tier 3 are feasible. Tier 3 classes (or 3.05, as you put it) are already not just viable in the endgame, but based on the current state of Paladin it looks like they will be some of the strongest armors in the game, period. Paladin might not have nearly the same damage output as WKZ or Lumenomancer Bloodmage, but it has a level of sheer versatility and utility that makes it definitely the best all-around light-element armor. Necromancer and Archmage might be more specialized, but having a whopping twenty skills will definitely make them top-tier armors in their own right regardless. Going beyond Tier 3 would just bring even more power creep to AQ, and we've already had plenty of that in recent years.

I wasn't advocating for a tier 4, more so explaining that I dont know how they are going to handle Archmage given I would assume that an Archmage would need to be familiar with the arts of necromamcy thus making it a prerequisite. The tier-ing currently has a clear correlation with power (higher tier=higher power), but those things aren't necessarily indicative. Nor have we ever gotten any lore confirmation that any of the trainers are undisputedly stronger than a lower tier's trainer. This to say that even if a tier 4 did exist, it doesnt by default, have to be necessarily stronger, as the tiers are based on the number of prerequisite classes not strength.

Additionally, this thread is intended to focus on giving currently existing classes mechanical identity for their assumed future revamps. Not really intended to be an advertisement for new classes to fill gaps in playstyles that I do agree should have some form of representation in the future. I did mention "Weapon Master" but just an idea of what I would contemplate something of that nature looking like thematically, pretty much just an example. But if a current class can fill the role of something not currently represented, that should be the first course of action.


I also updated the original post to include the 2.5 tier.

I also don't think there NEEDS to be a 1-1 counterpart of the tier 1 classes for every single tier. The tiers with decimals, in my opinion, should be very niche and unrelated but exists due to the lore.

< Message edited by Mr. Uber -- 7/2/2021 14:34:01 >
AQ DF AQW  Post #: 6
7/1/2021 22:43:11   
stratuscone
Member

quote:

What do you think a Tier 3 class that focuses mainly on pets & guest look like?


Maybe we could fit Dracomancer in here? In a similar vein to dragonlords in DF, dracomancers could be more than just a "transformation" class (seeing an opportunity to make a "Dragon/Vartai" subrace here as well), and instead focus on using various dragonkin allies in battle.
AQ DF  Post #: 7
7/3/2021 15:50:08   
Bannished Rogue
Member


quote:

stratuscone said:
Maybe we could fit Dracomancer in here? In a similar vein to dragonlords in DF, dracomancers could be more than just a "transformation" class (seeing an opportunity to make a "Dragon/Vartai" subrace here as well), and instead focus on using various dragonkin allies in battle.

What would you do with Pirate then? Given the nature of pirates to have a crew and Capt. Rhubarb having the player get him a crew of Trobbles (beastmaster). I figured that the pirate being the next evolution of the beastmaster would make the most sense for at least what to do with that class. Plus Dracomancer is already built in a way of boosting character melee damage via MP like a hybrid. So if you'd have that be the evolution of beastmaster, what would you then do with pirate?
AQ DF AQW  Post #: 8
7/3/2021 17:29:28   
PD
Member
 

I was actually thinking about perhaps we could think of the possibility of upgrading some of the T2's to T3. I know I already talked about it but I think should Martial Artist come due to a revamp it should go from T2 to T3. I think it would be interesting to see how the different branches of the class would then inherit different class requirements. For example:

All variants have level 10 fighter and Rogue as their base requirement
Gogg Claw: Also Requires Ninja
Slithering Sneak: Also Requires Ninja
Fist of the Troll Club: Also Requires Berserker
Dragon's Breath: Also Requires Dracomancer
Post #: 9
7/5/2021 14:02:37   
Yozai
Member

Berserker need to have SpoonZerker division

Dracomancer I hope will be FD with a big focus on Dragon Control so guests and pet summons and Dragon spells that works with CHA like Limkragg's Prana, and a transform skill to FO that makes you tap into the Draconic Force that will unlock other skills like Dragon's Claw and Dragon's Wings

< Message edited by Yozai -- 7/5/2021 14:05:37 >
AQ  Post #: 10
7/6/2021 18:46:18   
Bannished Rogue
Member


quote:

PD said:
I was actually thinking about perhaps we could think of the possibility of upgrading some of the T2's to T3. I know I already talked about it but I think should Martial Artist come due to a revamp it should go from T2 to T3. I think it would be interesting to see how the different branches of the class would then inherit different class requirements. For example:

All variants have level 10 fighter and Rogue as their base requirement
Gogg Claw: Also Requires Ninja
Slithering Sneak: Also Requires Ninja
Fist of the Troll Club: Also Requires Berserker
Dragon's Breath: Also Requires Dracomancer

Well the current issue is that the only classes in direct line from fighter (other than martial artist) are: Berserker, Knight, Pirate, Beastmaster, and Dragonslayer; none of those really make sense for a progression to Martial Artist. You could attempt those other tier 2 classes as a prerequisite, but the only one's that make sense would be Berserker and the current Dracomancer. Having Ninja or the theoretically a bumped up tier 2 Dracomancer as a prerequisite would put it in the 3.05 tier and would be a higher tier than the Fist of the Troll Club style despite supposed to being the same class.


quote:

Yozai said:
Dracomancer I hope will be FD with a big focus on Dragon Control so guests and pet summons and Dragon spells that works with CHA like Limkragg's Prana, and a transform skill to FO that makes you tap into the Draconic Force that will unlock other skills like Dragon's Claw and Dragon's Wings

Same with stratuscone; what would you do with Pirate then? Given the nature of pirates to have a crew and Capt. Rhubarb having the player get him a crew of Trobbles (beastmaster). I figured that the pirate being the next evolution of the beastmaster would make the most sense for at least what to do with that class. Plus Dracomancer is already built in a way of boosting character melee damage via MP like a hybrid. So if you'd have that be the evolution of beastmaster, what would you then do with pirate?

< Message edited by Mr. Uber -- 7/6/2021 18:58:50 >
AQ DF AQW  Post #: 11
7/7/2021 6:40:34   
stratuscone
Member

are we excluding the possibility of Pirate being a Rogue/Fighter mix? in DF, pirate focuses on blinds, which flavor-wise seems like a rogue-ish tactic.
AQ DF  Post #: 12
7/7/2021 19:29:04   
PD
Member
 

@Mr. Uber: Unfortunately it is the case that there isn't really perfect progression. Nonetheless I think the idea of branching requirements in classes could still be explored.

Alternatively I had a fun idea where theoretically, you could have a Martial Artist class branch based on Pirate, for example "Drunken Fist" which utilizes drunken powers to inflict deadly strikes (perhaps increased lucky strike chances) while also having increased agility and parrying abilities.
Post #: 13
7/9/2021 18:24:17   
Bannished Rogue
Member


quote:

stratuscone said:

are we excluding the possibility of Pirate being a Rogue/Fighter mix? in DF, pirate focuses on blinds, which flavor-wise seems like a rogue-ish tactic.

I would say it's much more than a possibility as currently Pirate's prerequisites are in fact rogue and fighter. The issue what meta does that apply to? The only ones I know of are warrior, mage, rogue, beastmaster, hybrid, dodge, backlash, control/paralyze/fear. I just personally don't see how a blinding (which would fall into a dodge build) really seems like a pirate tactic.


quote:

PD said:

Unfortunately it is the case that there isn't really perfect progression. Nonetheless I think the idea of branching requirements in classes could still be explored.

Alternatively I had a fun idea where theoretically, you could have a Martial Artist class branch based on Pirate, for example "Drunken Fist" which utilizes drunken powers to inflict deadly strikes (perhaps increased lucky strike chances) while also having increased agility and parrying abilities.

Don't get me wrong, it's a concept I contemplated for awhile when I was drafting the original post. I just didn't find a way to make it work as with the issue with a class having variants within itself with one or multiple technically higher tiers. It just didn't seem like it made sense.
AQ DF AQW  Post #: 14
7/14/2021 17:00:32   
KcEssence
Member

Just my two sense on the matter, for what its worth. Firstly I think basing part of the identity of the 2nd and 3rd tier classes should not only be what the requirements are, but the level of the requirement. There are already fine examples of this in game, the most recent being the Necromancer with it have Mage, Wizard, Beastmaster. The requirement of 10 levels of mage, 5 of wizard, and 5 in beastmaster tells the player exactly what sort of class it will be: A mage who summons things and you'll probably want some charisma.

I agree with what others have stated earlier regarding the tier 1 classes. They are very much need some work and the suggestions made earlier are rather insightful so I'm not going to comment much on them. I also agree with the notion that a separation between rogue and another class like ranger would be excellent as those that use 100-proc weapons have a different playstyle, generally, than those of Dex builds who do not.

Tier 2 classes are where more of my suggestions lie. I think one thing that hasn't quite been mentioned yet is the possibility of making Dracomancer a Magic-Hybrid style of gameplay much like Werepyre who use STR and INT together so well. This would provide those players who what that style of build a little earlier of a chance to do so. Along with, if higher levels of the armor are made available, more options late game than what only the Werepyre armors provide. Thematically this would be combining the ferocity of the dragons they represent and the innate arcane requirements of channeling those abilities. This would justify giving the requirements for starting the class Mage 5 or 10, Fighter 5 or 10, depending on how much the class leans into one side or the other.

Wizard feels like it desperately needs some way to regenerate mana. It has this amazing identity as a potent adept of the arcane, focusing their talents in one particular element, yet it can blow through a players mana, with little regard for efficiency (despite the toggle that might suggest otherwise). But that's one of my problems regarding mana-based builds in general when SP is so much more a reliable. Mana builds tend to feel much more limited, especially in the early game and giving the Wizard class some ability to regenerate mana (perhaps at the expense of some SP?), might go a way in solving that.

Martial Artist currently requires 10 levels in fighter but that seems a bit off from the identity of what martial arts is, which is not often focused on raw strength, but also about technique and dexterity. To that end, changing the requirements to 5 Fighter, 5 Rogue would be more local. However, the other idea I had was to bump Martial Artist up to tier 3, making the requirement 10 Fighter, X Rogue, 5 Ninja. From there, it would be very easy to justify the 20 abilities that new tier 3 classes get and maintain the idea of learning from different masters as one progresses through the story of the class.

Berserker feels like its identity is fine, but that it could still lean more heavily into it. The post earlier on making it heavily focused on STR and END was a fine idea. Its supposed to be the other side of the STR-based coin from Knight.
DF MQ  Post #: 15
7/14/2021 21:22:05   
Sapphire
Member

I also think it's time to introduce possibly a mini-class style Clan armor that scales with level. Nothing has to be extravagant, but make your clan mean something more. The thread regarding the new clan war is nice, but honestly maybe if every clan had a completely overhauled set of gear that was desireable, it would be worth not only participating but using it and also making the clan you belong to worth it.

Maybe the winning clan gets an auto-boost until the next war. Maybe there could be a monthly set up where 8 months out of the year the clan gear gets a mastercrafted boost, and the other 4 nets you nothing. Or maybe 3 nets you nothing, and 1 month everyone gets it.


What about that old "alignment" system? There is some playstyle and identity involved there, too. It's just scrapped.
Post #: 16
7/16/2021 2:04:47   
Noremak Soothsayer
Member

Regardless of how the classes get revamped, level scaling needs to a thing. There's no sense taking all that time to make and develop these armors if it's just going to get outleveled. It's fine if there's a level requirement or class requirement, but there should be a new armor every 20 levels. It's been my biggest gripe about classes and why I wish I could level lock
my character at lvl75.
Post #: 17
5/2/2022 17:33:08   
Bannished Rogue
Member


Not my intention to "revive a dead thread" however while reviewing my work while contemplating ideas for the mechanics and skills of potential class revamps, I realized I missed some comments I didn't respond to and I didn't think it would be appropriate to start another thread when this one still exists (also with necromancer being completed and in lieu of the new stats update, I have more informed opinions on certain things):

quote:

Noremak Soothsayer said:
Regardless of how the classes get revamped, level scaling needs to a thing. There's no sense taking all that time to make and develop these armors if it's just going to get outleveled. It's fine if there's a level requirement or class requirement, but there should be a new armor every 20 levels. It's been my biggest gripe about classes and why I wish I could level lock
my character at lvl75

My attempt to address this is with how I layer out the power scaling of each tier. Using the theoretical scale as an example where the higher the number the higher the power:
• Tier 1= 1
• Tier 2 = 2
• Untriggered Tier 2.5 = 1
• Triggered Tier 2.5 = 4
• Tier 3 = 3
• Untriggered Tier 3.05/3.5 = 2
• Triggered tier 3.05/3.5 = 5
• Tier 4 = 4
• Etc.

This way everything stays relative to each other (between 2-5) given the circumstance and adequately rewards proper planning. Essentially, lower tiers can even out-preform higher tiers given the correct circumstances.
Additionally, the flat tiers HAVE to be clearly stronger than the previous flat teirs (i.e: tier 3 stronger than 2, which is stronger than 1), otherwise what's the point?
The ONLY way I could see this not being the case is that the higher tiers trade power for versatility making them "overall" more powerful, whereas the lower tiers are more simple and to the point, but maintain the simple power by being more direct and less "trick/gimmick" based:

(i.e: tier 1 is pure damage and requires less strategyand SP/MP upkeep, which only accounts for elemental resistances; whereas tiers 2+ has status infliction which compounds normal attack damage and might deal with enemies that have higher elemental resists with stuff like harm/void damage for higher upkeep).
Thus, at least superficially, a tier 1 can preform as well as a tier 4, in an effort to not make lower tiers obsolete (which I dont necessarily agree with tbh).

< Message edited by Mr. Uber -- 5/3/2022 0:43:47 >
AQ DF AQW  Post #: 18
5/2/2022 23:24:16   
  Lorekeeper
And Pun-isher

 

As this is a thread from last year, this nonetheless constitutes a necro bump. However, to wrap up by addressing any remaining concerns:

The topic of class tiering and high level considerations for lower tier classes was covered in the Class News post from earlier in this year. Notable points include the Master Class system and the difference in skills from tiers 1, 2, and 3. There are no tiers beyond that, nor intermediate ones.

Hopefully that was sufficiently informative!
Post #: 19
Page:   [1]
All Forums >> [Artix Entertainment Games] >> [AdventureQuest] >> AdventureQuest General Discussion >> Playstyle and identity of later class revamps
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