#4th Combat class and combat role rework

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severe forge
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As it is right now each of the 3 combat styles (melee, archery, magic) are all very self sufficient. Each is designed to have enough HP, defence, and damage to play solo for virtually everything.

This game isn't called Idle Solo though.

I propose a combat rework/addition that consists of adding a 4th class-- support, as well as adding armor sets for the other 3 classes that specialize them more.

The new Melee armor set could:
-greatly increase defence
-greatly decrease damage output
-bodyguard passive increases the odds of an enemy attacking the person wearing it when in group combat
-higher level versions of it could even redirect some % of the damage that allies take when in a boss fight

The new Archer armor set could:
-greatly decrease defence
-greatly increase damage output
-eagle eye passive increases accuracy for everyone in the group
-higher level versions could apply a stacking DOT (damage over time) bleed effect when in a boss fight

The new Magic armor set could:
-slightly decrease defence
-slightly increase damage output
-light in the darkness passive increases damage for everyone in the group
-higher level versions could add a lifesteal effect for the mage that heals the mage and the lowest % health ally when in a boss fight (this would take the place of the lifesteal wand, which would be replaced by some other wand idk I haven't made it that far yet)

The new class, Bard/Minstrel will have:
-slightly increased defence
-slightly decreased damage output

  • melody of inspiration passive increases attack speed for everyone in the group
    -higher level versions could have an enemy damage or attack speed or accuracy debuff when in a boss fight

The new class could have 2 handed weapons (harp or lyre or something) and if a 1 handed weapon is desired then a pan flute could be an option. If so then the off hand could use a music book or something idk

Consider adding a 4th slot for group combat

Any ideas or critiques feel free to say so in the comments!

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Possible future classes could be:
-thief (one handed dagger and coin purse in off hand), who could increase group dodge chance and enemy loot drops
-necromancer (grimoire and talisman for hands), who could reduce/eliminate enemy death timers and have a % chance to revive a dead teammate every X seconds
-cook (frying pans, who knew?), Who could increase food healing amount for the group and have a % chance of food not being consumed when used
Etc idk I'm flying by the seat of my pants here

The end goal is that people are incentivized to play in groups, regardless of it it is a boss run or not, and with team buffs making the group stronger than its' individual members, bosses could be buffed more and made more "boss" esque. Right now they are rather underwhelming as a concept.

severe forge
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The old armor sets can still be left in the game though to give people the option to play solo in a pinch for normal mobbing

remote agate
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Very much this. I can only really speak on melee but I would love to see more options to branch into a true tank with maybe retribution/thorns damage or a berserker-like dps build.
Of course down the line if any of these things above are implemented when true support or true tanks are a thing the way xp is given will need to be reconsidered at least for those group combats. What would be the point of playing a full support with little to no damage if xp is only coming from damage dealt
Just a limited example, current armors could be the middle ground then have a dps set/s to sacrifice defence but increase dps(think dharoks from rs) and then tankier options with taunts, damage mitigation, or retaliate etc

burnt escarp
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Generally speaking I have seen some games do support XP on HP healed or a fixed amount for spell casts for buffs

wispy stream
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The 4th class could be "Necromancy" ๐Ÿ˜

final prairie
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another mage class would be nice, just saying ๐Ÿ˜›

lapis solstice
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Anything to mage would be nice we are getting shafted

severe forge
patent kettle
marsh bramble
severe forge
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Bump

hot willow
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I absolutely like the idea of more designated roles and classes. Rogue or Thief should definitely just be dual wield however...lol

I do like the idea of gear dictating your role, that lets you fit multiple classes into a few combat styles. A healer role could just be a white mage set with a scepter and relic of some type.

I think with the introduction of support classes the cooldown on food should be higher though and boss fights should become more dynamic.

fast bloom
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Ouhh nice one maybe armor to get the aggro but u have more defence but less dmg with it ๐Ÿ‘Œ

supple tinsel
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Melee armor sets:

  • heavy armor with increase defense, decrease attack speed, and taunt stat to get aggro/threat for the party.
  • medium armor with balance stats between heavy and light armor, made for one handed weapons or two handed weapons. One handed will have higher attack speed than two handed but lower damage than two handed.
  • light armor with lower defense, fast attack speed, chance to dodge and lets you duel wield swords, axes and daggers.
lapis solstice
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Currently melee armour is in the best place between all classes

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Honestly that would work across all classes

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But then bis would be light due to how xp is determined