Just bored so curious what people would think of a "crafting class" as a type of combatant, or crafting skills giving combat abilities related to the craft. Along with some ways that I could see it working with skill examples. Essentially in most cases it feels like crafting is just added after the fact, sometimes if you're lucky there will be gaps in "final content" where crafted gear is BiS for a bit.
- Probably something party affecting along the lines of: "The next consumable you use is applied to your party/pets as well (to your allies it fills a different slot than the consumable used if it was a buff)". Meaning it would be possible with a crafter on a party to chug down an antidote as status effect party heal, allow you to easily poison all ally weapons, or allow some min-maxers to double apply their buff flask if they worked with the crafter (themselves drinking one, and the crafter drinking the duplicate).
- Something to make gathering feel worthwhile to the party: "Each time
you gather a resource party gains X health/mana/stamina" (after combat regen), "Each time you gather
allies gain a stacking %damage bonus, bonus slowly decreases with use " ,or "each time you gather, allies gain a chance to get a duplicate of the resource", and similar.
- self buffs that drastically increase their personally crafted gear
for short periods: "for the next X seconds, stats of self crafted
gear/armor/potions are doubled", meaning that there could be periods
where you could take on a secondary DPS/Tank/healer role depending on
which version of the skill you have in your build.
- A damaging version of the self buff "weapon/armor stats are increased by a %, gear takes non repairable damage while this skill is on" (didn't need that spammed gear anyways, or a way to spite someone who will loot it).
- Some
enemy interaction abilities "Target enemy does not gain any benefits
from their weapon/armor/consumables (
percentile debuff for generic humanoids, affects some bosses/uniques in
an interesting way)".
- probably another enemy interaction ability "refresh damage over times in
an area (mostly aimed at crafted poisons, but affects other DoTs)"
- Another party interaction of playing with Aggro: "Swap aggro score/points with target party member". Meaning that you could in the middle of a DPS player's rotation remove aggro from them so they could run longer, use it with your what could possibly be better escape abilities, or in other cases be an off tank for short periods (with other skills).
Obviously not complete. But I think it would be really cool if crafting skills at least had a few combat abilities tied into them to give some interesting options.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
Comments
In this regard, the crafter/harvester would not be a good combat/DPS class, but one amazing augment/defensive class.
This would then need to follow a theme. Like for example, if the setting was Sci-Fi, like Warhammer 40K.
And you had say, Earth Cast Tau, (Crafters/Harvesters), they would be able to do things like build turrets, walls, buildings on site, to establish fortifications, and automated defenses.
They would also be able to repair the Fire Warriors Armor, Weapons, Tanks, Transports, etc, to keep things from being destroyed. Basically they would function as Medics for the other players directly, as well as being able to build Structures, Automated Defenses, Vehicle, Titans, Tanks, Personal Transport, Gateways, Etc, etc.
In short, if you were design a Crafter/Builder, the idea would be that at best they would swing their "wrench" in combat, doing little to no damage, but, if they are given time they can drop a Imperial Titian on you.
That is just my view of things.
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
So a fletcher would be a better archer, a blacksmith would be better with metal weapons, a potion maker would be a better healer or poisoner, and so on.
And/or, maybe you could get one extra useable combat skill out of each crafting skill. So, for example, a fletcher would get a bow attack that not every archer gets.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Logic, my dear, merely enables one to be wrong with great authority.
As to alts, people have been shown to level multiple alts, to experience all classes or all trade skills. This was a thing even from the early days of EQ1. The problem is that there's never been any requirement to starting a trade, just a minor in-game investment to buy some equipment, collect some raw materials, peruse a spoiler site for some know-how and off they go.
Logic, my dear, merely enables one to be wrong with great authority.
The reason a crafting class is a waste of time is because players would just create alts to cover as many bases as they need.This type of altaholic design has imo ALWAYS been a bad design.
In a game like FFXI we could play EVERY class on that same player,learn all the spells and abilities,various weapon choices etc etc.We could nearly craft everything on that same player.
However a smart idea that Square did was design crafting to be very time consuming both collecting mats and crafting.This way it allowed a market to exist,so even the lowest noobs in the game could earn currency selling those redundant mats to higher level players that were too lazy.
Point is that there is no reason at all to have a crafting class,to lock a player to a one dimensional game design makes no sense.
Never forget 3 mile Island and never trust a government official or company spokesman.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."