#3rd Subclass Ideas

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pale imp
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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)

rancid hedge
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And the cost of durability isnt impactful when u realizs that throwables can become unbreakable

pallid scaffold
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also throwies aren't varied enough

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for having champ mechanic

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duelist has clear utility and offensive archetypes in her abilities

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so wielding both things makes sense as playstyle

pale imp
# rancid hedge Theres alrdy a thrown weapon subclass

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.

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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

pale imp
# pallid scaffold also throwies aren't varied enough

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?

pallid scaffold
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Well, there is 3 kinds of throwies on each tier

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Compared to melee 5-6

pale imp
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Yeah I see your point

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Not counting tipped dart because that would be too complicated

rancid hedge
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Again, weird that the thrown weapon master isnt a thrown weapon master since apparently duelist also masters them

pallid scaffold
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Okay on other classes

pallid scaffold
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Tamer is just, like... Rose but for free?

pale imp
pallid scaffold
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Also, huntress' playstyle does not synergize with ally help at all

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They will block her shots and trample her grass

pale imp
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But then we have the Spirit Hawk

pallid scaffold
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Spirit hawk is slightly different because it is flying and acts as additional FOV, not an attacker

rancid hedge
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Which doesnt trample as a flying scout type npc
And actually does have a small block shot issue

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But tbh not 100% against a tamer

pallid scaffold
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It is a cool nature-themed idea, sure

rancid hedge
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But too many allies is also a pain to control

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Especially if one moves faster than the other, can cause some annoying loops

pale imp
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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

pallid scaffold
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That's actually how minions in Summoning work

pallid scaffold
pallid scaffold
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While you are further away

rancid hedge
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And use high burst to eliminate easily

rancid hedge
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3-4 tbh

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But yh, tamer i dont mind

pallid scaffold
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Trapper one feels... even more microheavy?

rancid hedge
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Trapper is just more reclaim traps

pale imp
pallid scaffold
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While this spec lure enemies into traps

rancid hedge
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Tanker is just a weirder gladiator

pale imp
rancid hedge
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Cant think of anything that alchemist alrdy is rn

rancid hedge
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Dont ask how, it is

pallid scaffold
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In general, this thread is focused on ideas, that require constant attention

pale imp
rancid hedge
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Mf didnt i say not to question it cluelessmaker

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Its a complicated topic

pale imp
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Hehe

rancid hedge
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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

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Too much thinky

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Armor subclass. Done

pale imp
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That's what I'm gonna talking about, with some variety revolving around glyphs

rancid hedge
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But tbf theres also the issue that evan intends for warrior to be simple, while not wanting armor to become too strong

pale imp
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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)

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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)

runic temple
pale imp
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And also the 'Momentum' thing can be expired for every 5 or 10 turns Cavalry is not moving

pale imp
runic temple
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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

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So it's kinda hybrid
Like more defense oriented gladiator or more interactive zerker

runic temple
pale imp
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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'

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Something not present in Freerunner

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Because be honest, running can be so exhausting

pale imp
runic temple
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Freerunning does have cooldown tho

pale imp
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But not with a debuff

runic temple
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It's a debuff on it's own i think
You can't use any subclass specific abilities for some time

pale imp
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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)

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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

autumn loom
pale imp
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He can't blink because of his physique, therefore we can exclude that ability in Cavalry

pale imp
rancid hedge
pale imp
rancid hedge
rancid hedge
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You have multiple defensives on her

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And no one said u cant run high armor on her

pale imp
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Fair enough

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Cavalry theme is running, so make sense not include blink in his kit

rancid hedge
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Yh but again, combining two subclasses into one for a different class as their 3rd subclass just isnt a good idea imo

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Its basically just freerunner without a cloak

pale imp
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Hmm if you say so

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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)

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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)