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Let's pretend for a moment that Valve for instance announced that they were going to start production of a fantasy MMORPG. Next they anounce that they are holding a contest and the winner gets to decide one class that will be in the game. Now assuming that the standard classes will be already included (Warrior, Monk, Beastlord, Cleric, Ranger, Necromancer, Rogue, Druid, Paladin, Shaman, Wizard, Elementalist, Shadow Knight, and Illusionist), what class would you chose? What would make that class unique? What would be that class' abilities/spells/etc..
I think I would create a Shapeshifter class.
Main Trait
The ability to morph into objects and creatures of similar size. Small trees/bushes, other humanoids, boulders, etc..
Main Abilities
Turn Enemy: The ability to temporarily look like an enemy just before striking a different enemy and making them think they were attacked by thier comrade, therefore causing them to turn on thier own teamate.
Fools Heal: The ability to look like the enemy temporarily to fool an enemy healer to buff/ heal you.
Suffocate: The Amility to wrap around an enemy and suffocate them.
Creature Comfort: The abilty to change into various animals, each with several abilities of thier own. Various animal types must be learned over time.
And the ability to morph ones hands/arms into various weapon types. Swords, whips, maces, etc... I sure there are endless possabilities, but these are just some of my ideas.
Let me hear your ideas.
A tiny mind is a tidy mind...
Comments
No takers huh?
A tiny mind is a tidy mind...
Sapper
Main Trait
Builds offensive and defensive structures like cannons, mortars, and traps.
Some Main Abilities
Bombard: Constructs an early bronze cannon that can be manned by the player or someone else. High damage. Long range. Long cooldown. Cannot be moved, but can be targeted and destroyed.
Spiked Barricades: Constructs a row of spiked wooden structures. Can slow down MOBs and do minimal damage. Can be destroyed. Good for hearding and training MOBs.
Rockets: Constructs a launcher with five early rockets on a delay. Inaccurate, but long ranged with AoE. Good for crowd control and setting up enfalade fire.
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Sapper, I like it. Sounds like a class suited for a Dwarf.
A tiny mind is a tidy mind...
Or goblin
PIRATE LORDS
Abjurer! A mage that casts defensive spells. Some are passive buffs but most are short term spells that needs to be toggled and put up on several friendly targets. Abjuration magic in D&D PnP 3rd ed rocks! Spells like spell engine are simply awesome.
The abjurer would be a viable healer alternative in groups. He does not heal anything but his spells would be able to deflect all or most of incoming damage if he manages to keep the right spells up to negate and counter incoming attacks.
Battlemage/Warmage.
Wears plate over a robe. Proficent with martial weapons, shields and the arcane arts, although not the best at either.
I like the idea of tinkers or those who use devices to aid them, also I thought the Bloodmage was a good concept from VG (the bloodmage used blood to aid his combat and spells and I believe the class also had to craft elements with blood for aids or devices...sump like that).
There would be so many more posibilities if the tech or futuristic or alien settings were added to the mix.
PIRATE LORDS
I wouldn't add a class.
In fact I would strongly argue for a class-less game system.
Classes are way too overused in the MMO world; they almost all try to be copies of EQ. But that's the major flaw in their logic; World of Warcraft is just about the best an EQ clone will ever be. No other EQ clone will be able to match the resources and talent that Blizzard pours into WoW.
New MMO developers need to look in other directions than the same tired formula that's been going for a decade.
I would argue for a skill-based system; like Asheron's Call, or the Elder-Scrolls games, or Fallout. A truly large, immersive world rather than the tiny little sandbox worlds that MMOs are trying for now ('sandbox' is not a goal to aspire to; sandboxes are very boring once you get past a certain level of sophistication--they're small and limited, despite trying to make them feel like they're not.)
Class systems are limited and limiting; better to allow the player more freedom instead of trying to impliment a huge number of classes, and the nightmare of balancing which comes with that, in the attempt to simulate freedom.
I would also press for real writers to be hired; people who make their living with words rather than the rather poor quality writing seen in most games these days.
Hybrid systems are my fav by far.
PIRATE LORDS
I would definitely lose this competition because I have a different sense of fun. I would create my class from my Oblivion file. I made a class that I called the Opportunist class. This is a class that is geared toward making as much money as possible in order to get ahead. The class would excel in bartering, thievery, and persuasive speech. This class would not have he swordsmanhip or power of other classes, but what it lacks in strength it make up for by being quick, intelligent, and thrifty.
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BeastMaster Class
class that focuses specifically on mounted combat
skills vary on what mount you are riding, examples include tigers,raptors,elephants, and anything big enough for a man to ride
The beastmaster does not deal damage directly, but uses its mount to attack its foes.
couldnt think of anything else
So in the D&D world you want a Chengeling Factotum.
I like the idea. Sort of a con artist class. Ptss...hey pal, you need a new watch?
A tiny mind is a tidy mind...
Epic. I'd invite him to my party, but wouldn't turn my back on him or leave him to watch the gear.
Or "The Manipulator" he doesn't need to go do any quests because he talks others into doing it for him!
PIRATE LORDS
So...you want to play the questgiver? Do you get an exlamation point instead of a sword.
:-p
A stick with an arrow so you can point the way or a cool pair of gloves :P
PIRATE LORDS
Hahahahaha, you two are killing me.
I did have another idea which is making each crafter type it's own class, or sub class as crafter being the main class. I remember that brewing and fletching in EQ was almost it's whole own class by itelf.
A tiny mind is a tidy mind...
Beast man class
Levels by gaining ablities and stats of the beast they kill
kill enough beast with high defense your defense rise
high speed speed rases
etc etc
I challenged my reflection to a staring contest....4 days later i won
I'd make an Alchemist class. One that specializes in alchemy and has no other powers but the ability to make potions for various uses. The Alchemist class would be broken up into 3 different branches:
The "Sleeper"
An alchemist proficient in concocting potions that induce an enemy to either sleep, become disoriented or even become hypnotized. This would be the "crowd controlling" branch of Alchemy. It would have limited buffs but great debuffing capabilities.
The Destroyer
This alchemist would be proficient in making bombs and other explosives and would be considered a "raid spec".
The Enhancer
This Alchemist would be proficient in making potions and concoctions that allows him to cast buffs on party and raid members and even a limited amount of healing potions. This role would be true support and backup healing and be considered a secondary raid spec.
They would also be able to grow their own herbs, clone them and even make the vials needed. They would wear medium armour and their main weapon would be their alchemist bag with all their goodies inside.
Current Games: WOW, EVE Online
I'm definitely in the classless camp but if you're going to have classes, it should be based around different UIs - each class should be a fundementally different experience even if you were to take away all the names and graphics and just think of it as pure abstract resource-management. The classes 've looked at are generally centered around three things: waiting bars to go up, watching out for bars going down, waiting for timeouts. With that in mind, less me propose:
Seer
This class is opportunitistic - they have to wait for the perfect opportunity to act. They receive a constant stream of portents: essentially a slow-moving slot machine. When the player sees a combination of symbols corresponding to an ability they know (blessing, curse, power attack or power block), they have a small window to fire it off. Since the portents are always randomly changing, there's no guarentee that a good opportunity will ever come up, but that's the draw of the fates.
I'd like to imagine that abilities are defined like mastermind matches: eg: a red in the first position and two blues anywhere. So there are many possible combinations of runes that come up as matches and its a brain teaser to keep up. Alas, since powergamers would almost certainly tweak the UI to calculate the matches and flash a "you can attack now", the matching minigame would end up having to be just decoration.
Personally I would remove all classes. I find classes the worst simgle part of MMO's. If I would "add" any class, it have to be a hybrid class that could heal, tank, dps both ranged & melee, stealth and shapeshift. Closest to that is the World of Warcraft Druid.
Name of the class? Just name it Imbalaya.
Make us care MORE about our faction & world pvp!
how about non fantasy, classless mmorpg?...sounds good to me.
Enlighten us on what weapons you would have in that so called classless MMORPG
"We got rid of the trinity." How'd you do that? "Now everyone can heal." Sounds like you just took the mechanic and spread it thin. "Well no, there's one class that can do it better than others." I see, so they're healers. "No. They're.." -mind asplode-
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