As I have seen from several topics now, Achaea has been attempting to remodel itself to become generally more modernized and also more appealing to a larger playerbase. One thing I was wondering about was what Achaea has to offer to its players in mechanics, and this lead me to think about the Classes. Though Achaea has a rather established and grand world, it seems its classes are still behind the times. Take note, I do not mean the combat system is flawed or old, if anything Achaea has the best combat mechanics out of the IRE games, but what I mean is that the skill designs are outdated.
Let's take some examples here. The three "nature" classes Achaea supplies are Sentinels, Druids and Sylvans. Each of these classes shares at least two identical skills, the only thing making them unique is Woodlore for Sentinels and Elementalism for Sylvans. Now as one can assume this tends to give a vibe of "copy-cat classes" and generally lacks flavor if someone feels like trying a different role in a nature class. These classes also have generally very little role in the concept of "nature" as well as few interactions (this not including Nature gods). One could say that a player can always simply "RP their bonds to nature" but I have always found that attempting to place that concept as the foundation of a class's lore always ends to be messy and frankly if the environment does not nurture it (which Achaea generally does not), then it can never really grow.
Now let's take some other examples. We have the three Knight classes (Infernal, Paladins and Runewardens), each with an identical setup except for one differentiating skill that defines them as "Evil Knight", "Good Knight" and "Neutral Knight". Now it can be said that they require these skills (Chivalry and Forging) to express their Knightly profession and identify them as a Knight class, but I feel that there can be many other ways to simply "make a knight seem a knight", and it shouldnt be tied down to having identical skills.
SPECIAL FEATURES TO CLASSES:
Moving on from shared skills, we can bring up the concept of class roles and interactions. As I had mentioned before, it seems though the 3 nature classes have "nature skills", they dont really seem to have much a role with it. There is almost no interactions other than a grove (which in itself isnt really an interaction, but more of a storage for offensive uses). Before recent changes, we could even see Nature classes in other cities and lands, even a city hellbent on crushing nature, simply because the classes themselves can be seen more as "a set of skills that have nature gimicky abilities" rather than having any actual involvement 'in' nature.
Let me express on this further. Let's say that the forests actually needed tending by druids and that druids needed to interact with forests to gain their skills (somewhat like their current summoning of a quarterstaff), this could in general supply a more concrete theme to them. I have also always seen that 'class specific quests' have always given a certain flare and excitement to the class, allowing players that have chosen such a profession for their characters to go into more depth with them.
Within the other IRE games, we have seen in the past reforms with their classes (most of them having come from Achaea to begin with), to give them unique skills only to their class. What this does is give an almost new package to a player selecting a new class, rather than the feel of an already used one. Lusternia for example has an almost unique kit for each of its classes, and Aetolia has been working on revamps for each of their 'Achaea-based classes' to give each a unique kit to itself. Why cannot Achaea do the same?
My final point and request is that, can we see the Classes in Achaea to become more advanced and give a much more unique feel to each alongside these modernizing changes to Achaea?
Please leave comments and upvotes if you wish for the same