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What MMO had/has the best class system in your opinion?

13

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  • Nightbringe1Nightbringe1 Member UncommonPosts: 1,335
    edited July 2016

    City of Heros had the best class system, hands down - not only did the game have many different roles, it had many distinct ways to fill each roll.


    Second best was Everquest - every class was unique in function and feel. People were able to use class abilities outside the box, working to accomplish things the original developers never imagined.

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  • KyleranKyleran Member LegendaryPosts: 44,060
    Classless - EVE.  Classes - DAOC

    I actually enjoy games with classes that have very narrow roles and heavy interdependency, tends to make them play very differently making rerolling alt rewarding and enjoyable.

    Over the years I've played it I leveled up at least 10 level 50s, and countless below that.  Probably at least tried 35 of the 40 plus classes the game had across all 3 realms.

    What was great was how differently one role (i.e. speeder) was between realms, Minstrels, Skalds, and Bards were all so very different.

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  • XatshXatsh Member RarePosts: 451
    FFXI without question.

    After that probably  archeage.  

    Xiv after that I guess.  But I have many issues with it mainly battle system related. 

    I hate being forced to make alts.  So any mmo that has 1 character that can play everything gets a huge +1 from me. 

  • GrayPhilosopherGrayPhilosopher Member UncommonPosts: 78
    edited July 2016
    Of the ones I've tried, I'll have to go with Elder Scrolls Online. It's the one closest to a class-less system that I've had the pleasure to play around with.

    Reason I like it is because it offers versatility and customization. Wanna be a spellcaster in heavy armour using dual daggers? fuck yeah, you can make it work. Might not be an "optimal build", but it's possible.

    I've always hated being restricted to daggers+leather, shield+plate or staff+robes in class based systems. I understand the whole holy trinity and rock-paper-scissors concept, but it ultimately just limits creativity for me.

    EDIT:

    Also just remembered Planetside2 (it totally counts, it's an MMO).
    Though it isn't an RPG, it does feature something of a class system, and I love the way it's done. It works for the setting, though it might not be viable for a more traditional MMO(RPG)'s

    You basically just create a character, and you're then able to switch classes (or equipment loadouts) on the fly, from a terminal. 

    When you gain experience points you can choose to spend them on upgrading any feature on any class, which is nice. Spend some time gaining easy experience as a medic, and use the points to upgrade your infiltrator equipment. I like it.

  • DztBlkDztBlk Member UncommonPosts: 127
    City of Heroes hands down.
  • lindhskylindhsky Member UncommonPosts: 162
    Dark Age Of Camelot Before they tried to sell more copies of the expansions by making the new classes ridicolous overpowered. RIFT was great because you could make your character viable in so many different ways and it was fun trying out different specs.
  • Flyte27Flyte27 Member RarePosts: 4,574
    I didn't like all the classes in EQ, but Necromancer and Druid are still probably my two favorite classes all time in an MMO.  Warrior and Rogue were not much fun to play IMO.

    Most of the classes in World of Warcraft were pretty fun to play in Vanilla.  Paladin and Druid were probably my favorite classes there.
  • R3d.GallowsR3d.Gallows Member UncommonPosts: 155
    GW1. So MANY options.
  • dave6660dave6660 Member UncommonPosts: 2,699
    FFXI and CoH.

    I like the systems that allow you to mix and match jobs / power sets.

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  • DrisdaneDrisdane Member UncommonPosts: 97
    In a Classless sense, I'd say Saga of Ryzom. You could piece together abilities from all of the professions that you learned, and you could also use the components of those abilities to make your own abilities. Hands down, one of the most intricate systems that I have ever seen. 

    As for a system with classes, I would say FFXIV. The ability to be every class on one character, with some bleed over abilities is a huge plus, and the ease of changing class makes it very accessible. 
  • syriinxsyriinx Member UncommonPosts: 1,383
    Falstaff said:


    Rift When out of combat, withen 4 seconds, you can be a tank, dps, healer, or support class.   All the while, not needing an alt
    To me this makes it among the worst systems.  No real identity, you are just a big jumble of abilities and you can change them out whenever you needed to.  Eliminates all consequence of your choices.  Choices without a trade off = boring, to me.
  • waynejr2waynejr2 Member EpicPosts: 7,771
    syriinx said:
    Falstaff said:


    Rift When out of combat, withen 4 seconds, you can be a tank, dps, healer, or support class.   All the while, not needing an alt
    To me this makes it among the worst systems.  No real identity, you are just a big jumble of abilities and you can change them out whenever you needed to.  Eliminates all consequence of your choices.  Choices without a trade off = boring, to me.

    I agree with you. It caters to exactly what is wrong with the industry.
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  • SevalaSevala Member UncommonPosts: 220
    SWG pre-cu easy. Although, DDO wasn't too bad since they let you multiclass/pick feats/skills/stats/etc, had some really awesome builds and neat ideas there, but the Devs hated on people too much and started trashing it.

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  • ilovespoonsilovespoons Member UncommonPosts: 46
    Shadowbane
  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    I dont like Class based gaming systems. I like them when i didnt fully understand skill based though to be fair

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  • ceratop001ceratop001 Member RarePosts: 1,594
    SEANMCAD said:
    I dont like Class based gaming systems. I like them when i didnt fully understand skill based though to be fair
    Classes do create many disadvantages I agree. They somewhat curtail your development, and force you to play a certain way you might not like. I think classes were made more for dungeons and PVE. They wanted to force the user in a role; like Tank, Healer, DPS etc. A class system is very team oriented in my opinion. I will say even in PVP classes can work for team PVP as well. When you look at the big picture the player, or user is being told this is how you must play. I feel this is wrong and needs to be reexamined. We need more freedoms and choices on how we want to play and should be able to customize are likes and dislikes.
     
  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    edited July 2016
    SEANMCAD said:
    I dont like Class based gaming systems. I like them when i didnt fully understand skill based though to be fair
    Classes do create many disadvantages I agree. They somewhat curtail your development, and force you to play a certain way you might not like. I think classes were made more for dungeons and PVE. They wanted to force the user in a role; like Tank, Healer, DPS etc. A class system is very team oriented in my opinion. I will say even in PVP classes can work for team PVP as well. When you look at the big picture the player, or user is being told this is how you must play. I feel this is wrong and needs to be reexamined. We need more freedoms and choices on how we want to play and should be able to customize are likes and dislikes.
    Class systems come from the beginning of RPG with table top RPGs like Dungeons and Dragons back in the early 80s. Not sure why exactly but that is where it all started.

    I think classless systems just didn't get traction soon enough and as you mention the developers who already have class based approaching balanced well in video games are likely not exicted about having to rebalance and entire system all over again.

    that said I encourage people to try classless systems I think they will find it enjoyable

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  • TyranusPrimeTyranusPrime Member UncommonPosts: 306
    edited July 2016
    I feel this is wrong and needs to be reexamined. We need more freedoms and choices on how we want to play and should be able to customize are likes and dislikes.
    This statement interests me, as I too have been a proponent of choice in character design.. Do you believe that players should have 100% freedom in their options for creating their "class" or that loose guidelines be in place that restrict ridiculous combos but still allow huge flexibility? :)

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  • AmatheAmathe Member LegendaryPosts: 7,630
    SWG, at the beginning. Not only were there lots of cool classes, you could mix and match them. 

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  • zanfirezanfire Member UncommonPosts: 970
    edited July 2016
    FFXI almost hands down. The amount of classes, roles they can be, the variety of weapons they could each weild and the sub job system and being able to play them all on one character will likely never be matched. 14 is just a shell of what 11 was even when it was starting and will never be anywhere close to as fleshed out sadly because of the design choices.

    Sadly being spoiled by something like FFXI or some of the older MMOs its hard to accept most modern stuff with most only having 4-5 of the very generic and simple classes and roles. It makes looking for a meaty MMO very difficult.
  • zanfirezanfire Member UncommonPosts: 970
    fs23otm said:
    Class system = EQ1

    Best Class perk: FFXIV with one character all classes with separate leveling

    Pipe dream: EQ1 classes with FFXIV one character all classes with separate leveling
    That was called FF11 lol
  • ceratop001ceratop001 Member RarePosts: 1,594
    I feel this is wrong and needs to be reexamined. We need more freedoms and choices on how we want to play and should be able to customize are likes and dislikes.
    This statement interests me, as I too have been a proponent of choice in character design.. Do you believe that players should have 100% freedom in their options for creating their "class" or that loose guidelines be in place that restrict ridiculous combos but still allow huge flexibility? :)
    Even though I think it would be extremely hard to create it. I firmly believe we should have a 100% freedom based system. Your other alternative would be a refreshing start as well. I'm not totally in love with combos either. I do think sometimes they are fun but the word combo makes the user follow a strict path in order to compliment that combo. Like if you get said skill "pounce" for example then you have a bunch of other skills that detail how they are used. Some might say "effective after Pounce blah blah". You could have combos with no set restrictions. That might be the better alternative.
     
  • SEANMCADSEANMCAD Member EpicPosts: 16,775
    edited July 2016
    I feel this is wrong and needs to be reexamined. We need more freedoms and choices on how we want to play and should be able to customize are likes and dislikes.
    This statement interests me, as I too have been a proponent of choice in character design.. Do you believe that players should have 100% freedom in their options for creating their "class" or that loose guidelines be in place that restrict ridiculous combos but still allow huge flexibility? :)
    Even though I think it would be extremely hard to create it. I firmly believe we should have a 100% freedom based system. Your other alternative would be a refreshing start as well. I'm not totally in love with combos either. I do think sometimes they are fun but the word combo makes the user follow a strict path in order to compliment that combo. Like if you get said skill "pounce" for example then you have a bunch of other skills that detail how they are used. Some might say "effective after Pounce blah blah". You could have combos with no set restrictions. That might be the better alternative.

    and in a classless system 'combos' is a statment that is irrelevant. I am not sure 100% of the audience here knows what we mean when we say a skill based system

    The model of a skill based system is reality. The model of a class based system is fictional

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  • HerbinLegendHerbinLegend Member UncommonPosts: 28
    Of the traditional class based MMOs I've played, Shadowbane gets my vote.

    Can't get my pen to write in this space.

  • TyranusPrimeTyranusPrime Member UncommonPosts: 306
    edited July 2016
    My use of the word combos was actually reference to class/skill combinations (so I might have been unintentionally misleading).. As in, I have seen some very very bad skill choices made by some people in skill-based systems..

    Let me elaborate on my question.. 100% freedom in character design of their "class" pretty much just means that the player chooses whatever skills they desire and define their own playstyle.. In this system, the strengths or weaknesses rest squarely on the shoulder of the player and allow them to tailor-make themselves to whatever role desired..

    A restrictive guideline system uses a skill list with inherent prerequisities for a number of skills.. This system mitigates the chance of players becoming unhappy about accidentally becoming the "jack-of-all-trades, master-of-none" but still allows for a huge diversity of possible "classes"..

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