Warrior: Tanker. Battlemage but for armor. It's an ability-based subclass that recharge overtime or by dealing damage or taking damage. Must have the seal attached to the armor to activate the ability. An unenhanted armor gives him a shield, but for every glyph in the game has a special effect when triggered
Mage: Alchemist. Warden but for potions & runestones. Also for trinkets to gain a special active abilities exclusive for him (not to overpower, not to underpower)
Rogue: Trapper. Using a search mechanic to analyze the trap & store it's knowledge to then create that analyzed trap remotely. That trap won't harm the hero himself & invisible to the enemy so that the enemy themself won't avoid it
Huntress: Tamer. Tame 1 enemy at time, permanently turned them into an ally. The tamed can moved between floors, can be commanded, can be strengthened, & when dies has a cooldown to use the tame ability again
Duelist: Marksman. Champion but for thrown weapons. Every thrown weapon can be 'equipped' just like dual wield mechanic in Champion to gain a special ability but at a cost of it's durability & only 1 thrown weapon can be equipped in the stack
Cleric: ??? (I have no idea)
#3rd Subclass Ideas
1 messages · Page 1 of 1 (latest)
Theres alrdy a thrown weapon subclass
And the cost of durability isnt impactful when u realizs that throwables can become unbreakable
also throwies aren't varied enough
for having champ mechanic
duelist has clear utility and offensive archetypes in her abilities
so wielding both things makes sense as playstyle
Freerunner? That's not count as his main gimmick is Freerunning that give him an extra speed, evasion, & throwies damage via talent. Sniper? Her main gimmick is her special bow attack that needs a thrown weapon to initiate that but yeah she's kinda a thrown weapon subclass.
But I agree with the durability cost, though. But that is only that came to mind, so I just wait for Evan to improve throwies once again in the future to see if some of the improvements can be further benefits for my ideas
No need to be too varied, just exists with clear purpose is enough. Just like all Swords variant across all tiers has a same ability for Duelist, why not for throwies with the spear throwies (spike, fish spear, spear, javelin, trident) having the same ability?
Half of the throwies are just that
The variance is shuriken, kunai, bolas, tomahawk, boomerang and cube
The non variance is everything else
Again, weird that the thrown weapon master isnt a thrown weapon master since apparently duelist also masters them
Okay on other classes
Because there isn't?
Tamer is just, like... Rose but for free?
Siren scroll but can moved between floor if I can be analogycal
Also, huntress' playstyle does not synergize with ally help at all
They will block her shots and trample her grass
But then we have the Spirit Hawk
Spirit hawk is slightly different because it is flying and acts as additional FOV, not an attacker
Which doesnt trample as a flying scout type npc
And actually does have a small block shot issue
But tbh not 100% against a tamer
It is a cool nature-themed idea, sure
But too many allies is also a pain to control
Especially if one moves faster than the other, can cause some annoying loops
Huntress's game mechanic is to find a spot to bully her enemies afar, so with a tamer's tamed then the emeny's agroo is focused on the tamed so that tamer can bully her enemies safely
That's actually how minions in Summoning work
Enemies can prioritize them
Or just keep range and kite
While you are further away
And use high burst to eliminate easily
Or up close, like 4 tiles
3-4 tbh
But yh, tamer i dont mind
Trapper one feels... even more microheavy?
Trapper is just more reclaim traps
Or just like the earthen guardian mechanic that forced enemies to attack them regardless of it's surrounding
No, reclaim can be used at any point
While this spec lure enemies into traps
Tanker is just a weirder gladiator
I just want his armor advantage to be further strengthened
Cant think of anything that alchemist alrdy is rn
Fair but the 'armor' subclass is alrdy zerker
Dont ask how, it is
In general, this thread is focused on ideas, that require constant attention
In a broad sense, it is, but that's not quite unique. Berserker is just Warrior tier 2 with additional bonus damage when rage is high & some 'immortality'.
Hehe
Berserker is on an armor class, vs other classes that do more for armor than the armor class, with a subclass thats far different from a usual berserker style
Too much thinky
Armor subclass. Done
That's what I'm gonna talking about, with some variety revolving around glyphs
But tbf theres also the issue that evan intends for warrior to be simple, while not wanting armor to become too strong
tanker sounds like a headache
Update: Warrior now get his mini rework to how his seal work, now it's time to rework my idea as well. This new idea came from me reading some of the other idea that emphasize in creating a new class concept.
The new 3rd subclass for Warrior: Cavalry
This new 3rd subclass is focus on mobility unlike the previous idea. This subclass is more of like Gladiator & Freerunner combined. You build a thing similar to Momentum in Freerunner (don't know the name), but instead of activating Freerunning, it instead unlock some special ability in tier like Gladiator but related to movement with a damage value. That ability can be used to escape or to initiate a fight to deal damage faster early (because this mobility also has some damage value). I don't have the exact idea about the ability itself (sorry)
One of the idea that comes to mind with the ability is a Duelist's Lunge ability made for Warrior. The other is Rush, the last tier Cavalry ability that uses all of his 'Momentum' to give a special buff 'Rush', run at 2x faster, damaging & knocking any enemies that blocked or near the path. The duration is equivalent to 'Momentum' that has been builded, up to 150 turns (let me know about this if this kinda excessive or not)
Tbh sounds more like freeruner + monk
But the core idea is not bad
And also the 'Momentum' thing can be expired for every 5 or 10 turns Cavalry is not moving
Monk's only movement ability is Dash only, & Monk's ability doesn't fade overtime while Cavalry is which I said is a Gladiator & Freerunner combined
Idk if i was making warrior 3rd subclass i would do something like parrying
You can use your weapon to increase your defense/stack shielding for a few turns, after successful parrying/shielding loosing you can perform special abilities, idk, like leap or something to do with glyphs
So it's kinda hybrid
Like more defense oriented gladiator or more interactive zerker
Last ability is kindaaaa similar to dragon punch
Yeah maybe, but that's okay though
Also to balance things out, the 'Momentum' or so buff has a cap like 50 turns? & after exhausting all that 'Momentum' thing Cavalry has an 'Exhausted' debuff that halves his movement speed & attack speed for a short time (5-10 turns?) & also can't collect any 'Momentum' thing when 'Exhausted'
Something not present in Freerunner
Because be honest, running can be so exhausting
Honestly I like that idea too, that's an improvement to my Tanker ideas
Freerunning does have cooldown tho
But not with a debuff
It's a debuff on it's own i think
You can't use any subclass specific abilities for some time
Yeah it seems so. The thing is, Cavalry can use any of his ability (but that ability itself has a cooldown before using it again) as long as he has that 'Momentum' thing. That's why when exhausting all of his 'Momentum' thing (not counting expired when Cavalry not moving) the Cavalry get his own debuff in addition to the cooldown (which you say is also a debuff)
Also the Rush ability also has a drawback, that is no evasion bonus & when blocked by enemies in addition to damaging & knocking them the Cavalry also receive some damage in propotion to the damage he dealt to enemies. And yes, almost every ability excluding Lunge has some kind of damage received drawback when use to damage the enemy, great for the new Broken Seal mechanic
two even
He can't blink because of his physique, therefore we can exclude that ability in Cavalry
Make it 3 then, with each has a unique interaction with thrown weapon
And duelist blink naturally
She's not bulky
I dont think its a good idea to try to make the 3rd class just 2 other subclasses combined
Monk?
You have multiple defensives on her
And no one said u cant run high armor on her
Yh but again, combining two subclasses into one for a different class as their 3rd subclass just isnt a good idea imo
Its basically just freerunner without a cloak
Hmm if you say so
In fact, isn't this whole idea takes from already existing mechanic that gets altered in some way? Take my Marksman idea, it literally altered the Champion mechanic. Trapper is the Reclaim Trap altered into a subclass, Tamer is ESoSS altered into subclass, Alchemist is Warden in some sense but altered to be a potions & runestones & immediate effect (but on the other side, this is the most unique subclass that I suggest)
So combining 2 subclass into 1 & put it in another class is not that bad idea. But that's because this is my most creative idea I can deliver (I'm not a great idealist)
