The new class is obviously some sort of medic class. Lots of support skills, lots of heals, in no way related to devotion, throws explosives and smacks you with a quarterstaff over the head.
Or a moose. Moose class incoming.
When Canada rules the world, things will be... nii~ice.
There needs to be a pirate class or something like. Strictly for rogues. Because like...all the factions get to have their own special class. How about something only for rogues?
Originally I thought it'd be cool if the archery class would be set up similar to native american combat tactics... archery, tomahawk, tracking... then realized it was too similar to sentinel class, which is why I outlined something else completely different so it could stand on its own without being a copy of serpent or sentinel.
Yeah, I am in the same boat. I thought a class that was a sort of foil to blademaster with a hand crossbow or shortbow with a one handed wield (where you infuse elements into your arrows and shoot and such) in one skill. Abilities with a dagger/shortsword/handaxe (most likely dagger) where you land a blow as a second part of the combo like a blademaster does striking into a second skill....and a third skill set where you wear trophies from deer/bear/elk/mountain lions that give you your defenses and you can only wear four and mix and match and such. Also add traps into this as well.
The flavour of the class being they did not see Nature as something to protect, but something to exploit for their own gain and to hone their skills. However, I came to the same conclusion that the Sentinel class fills the niche of the rangeresque nature feel and the Serpent class sorta fills the opportunistic ranged fighting niche.
For the same reason, I think a pirate class already lays over the spectrums of some other classes. Bards, blademasters, serpents, jester, and knights with a lower case all feel piratey to me in their own way and I am one to think being a pirate in Achaea is more about the RP than the class itself. If it was done, I hope they do something with dual wielding a cutlass and a dagger because after knight changes, the world could use some more dual wielding.
As far as the polearm class mentioned above goes, I would rather monks get changed to where get a choice between tekura and using a polearm weapon. There is a lot of lore around monks and staffs already and I REALLY like how knight changes worked out.
I think a polearm class is likely, for two reasons. First, when halberds and bardiches were removed with the forging changes, Tecton said that they would eventually return when a use is created for them. Since that didn't happen with any of the class changes, a new class is the most likely way for halberds/bardiches to be brought back, which means a polearm class is at the very least on the list of things to eventually add someday. Secondly, Sarapis has said that the only traditional fantasy archetype class he feels is missing from the game is a barbarian/berserker (don't remember the exact word he used there, and I couldn't find the post), and another time he gave an outline of a barbarian class that he'd like to see in the game (and has mentioned the desire for a barbarian class on other occasions as well). We already have a class that uses huge hammers/swords (2H knights) and an unarmed class (monks), so polearms are the best remaining weapon choice for a brute force class like that (more bardiches than halberds, though).
My prediction/proposal was partially based on those statements by Sarapis; it's somewhat barbaric with the "magical" aspects being more bestial/natural (without being too forestal) so it still has the feel of a purely physical class. I probably went with more "finesse" than is likely for a barbarian-style class, though (partially to make it fit better with halberds, since they're a lighter weapon and don't have the same "berserker" feel as a huge two-handed axe). With the specialisation though, the attacks and flavour text could be changed to be more about brute force for bardiche spec and more finesse for halberd spec, so it still works.
Mind you, the idea is interesting, but I am not sure a barbarian class would really feel very barbaric while using polearms. Though I suppose they could certainly make it work
And you won't understand the cause of your grief...
Mind you, the idea is interesting, but I am not sure a barbarian class would really feel very barbaric while using polearms. Though I suppose they could certainly make it work
Bardiches would work very well. Examples: [spoiler]
(If it's good enough for Conan, it's good enough for any barbarian)
Tea-Making Tailoring (Oxfords, not Brogues) Apologising
Better yet, extend it to the Commonwealth with specialisations with different combinations of a set of skills. Irishmen and Scots could have Tailoring (Brogues) and Tailoring (Kilts), respectively. Englishman and Canadians would share Apologising, but Irishmen, Scots, and Aussies would replace it with Fisticuffs. Tea-making could become Distilling for the Irish and Scots (moonshine and Scotch, respectively), and whatever the term for maple syrup making is for the Canadians. And they could each get their own weapon spec: Rapier or something for the Brits (not sure what would be best there, really), shillelagh for the Irish, claymore (or bagpipe) for the Scots, hockey stick for the Canadians, bowie knife for the Aussies.
I predict some sort of class that tames wild animals and utilizes them in combat. Horse like items give mount based skills, taming wild animals will give various entity based attacks, and so forth. I suspect some sort of faction based range as well. Maybe Mhaldor undead, Targossas will get elementals, Hashan shadow entities, Eleusis animals....so forth.
There needs to be a pirate class or something like. Strictly for rogues. Because like...all the factions get to have their own special class. How about something only for rogues?
Technically all classes except the factional classes, are for rogues.
There needs to be a pirate class or something like. Strictly for rogues. Because like...all the factions get to have their own special class. How about something only for rogues?
Technically all classes except the factional classes, are for rogues.
Not saying I agree with the idea, but it was pretty clear.
I would really like my Saltes Master idea from last year but I realise it's highly improbable. I'm predicting a polearm class.
For those interested what last year's idea was -
-Saltes master-
Inspired by the book "The Case of Charles Dexter Ward" by H.P. Lovecraft. Its a little bit Necromancer, occultist, alchemist/Shaman rolled into one.
The First skill would be "Saltes" in which the Saltes Master has to find different denizens, kill them and reduce their corpses to ash/essential saltes which could be able to be cached much like tarot cards are. These saltes can be used and combined in various quantities to raise 2-3 loyal beings with varying traits which would be reflected in their short descriptions. Certain traits wouldn't be able to coexist with traits leading to a balancing act by the master. The beings can lend both bashing and PK support depending on what you mix.
The second one is "Knowledge" which is like the occultists' pacts. These hold most of your personal defences which can range from a simple enchantment to bigger things. Bigger meaning you would have to collect certain things, perform a ritual which summons a greater being which you would use you skills (could be straight out bashfest but I think something like the Lusternia influence system would be excellent here) to dominate the being which will give you access to stronger defences. Perhaps after 2 years the words to summon the defence will begin to drift from your mind making you have to redo the ritual.
Third is "Accusation" (or something better named). Which will be the afflictions skill.. I haven't given much thought to this one.
There needs to be a pirate class or something like. Strictly for rogues. Because like...all the factions get to have their own special class. How about something only for rogues?
Technically all classes except the factional classes, are for rogues.
Not saying I agree with the idea, but it was pretty clear.
Except all the factions don't get their own special class.
@Sena: I will only accept this barbarian class if their instakill looks like this:
Gripping Strata by the shoulders, you flex your impressive physique as you pull him apart with your bare hands, dropping the lifeless halves of Strata's body without a second glance. From a distance, you can barely hear a harsh voice yell out "FATALITY!"
I would be happy to see a halberdier style class in the game with battle styles to pierce, hack and grapple the opponent with each aspect of the halberd. I've just always really loved this weapon.
Tea-Making Tailoring (Oxfords, not Brogues) Apologising
Better yet, extend it to the Commonwealth with specialisations with different combinations of a set of skills. Irishmen and Scots could have Tailoring (Brogues) and Tailoring (Kilts), respectively. Englishman and Canadians would share Apologising, but Irishmen, Scots, and Aussies would replace it with Fisticuffs. Tea-making could become Distilling for the Irish and Scots (moonshine and Scotch, respectively), and whatever the term for maple syrup making is for the Canadians. And they could each get their own weapon spec: Rapier or something for the Brits (not sure what would be best there, really), shillelagh for the Irish, claymore (or bagpipe) for the Scots, hockey stick for the Canadians, bowie knife for the Aussies.
I'd love a class that was centered around the concept of Demon soul takeover from Fairy Tail @.@. Takeover magic so beautiful *weep*
I always thought it'd be cool if there was a race and/or class that needed some kind of sustenance other than food up to Logosian... like an incubus/succubus that feeds off the energy of its victims (denizens work), or some kind of undead race/class. A demon type thing would be interesting, too! Maybe too Evil, though.
There needs to be a pirate class or something like. Strictly for rogues. Because like...all the factions get to have their own special class. How about something only for rogues?
Technically all classes except the factional classes, are for rogues.
Not saying I agree with the idea, but it was pretty clear.
Except all the factions don't get their own special class.
Ah whoops, misread. Yeah, a class strictly for rogues only would be a bad idea
I'd love a class that was centered around the concept of Demon soul takeover from Fairy Tail @.@. Takeover magic so beautiful *weep*
I always thought it'd be cool if there was a race and/or class that needed some kind of sustenance other than food up to Logosian... like an incubus/succubus that feeds off the energy of its victims (denizens work), or some kind of undead race/class. A demon type thing would be interesting, too! Maybe too Evil, though.
Aaaaand you just described vampires from Aetolia.
That is soooooooooooo not vampires from aetolia (which truth be told are a pretty tacky concept).
The fatal problem with an archer class is that every class in this game has PVP based around same-room combat. If archers are primarily based around long range, how will their 1v1 play out? They'll be constantly trying to run out to line-of-sight so they can shoot bows, while their opponent is running after them so they can use their skillset. 95% of the fight becomes tedious jockeying for positioning. It's not fun. This happened in Imperian with their archer class, until they nerfed the hell out of it. It happened in Achaea when sentinels were based around adjacent-room axestun, several years ago (omfg running through traps just so you could get into the room to attack the sentinel, meanwhile people are telling you "lol just tumble bro" when you have a window of milliseconds between stuns while you're getting chain-mangled... infuriating). You can give them ranged capabilities, but for balance I think you have to make their core PVP methods same-room. By necessity bows must be secondary assets, almost superficial.
I've got my fingers crossed for factional classes for those who don't have them already.
It's interesting. On one hand I love the idea of a class unifying all of a city's themes and elevating them from loose coalition into a faction united by a set of ideals, an archetype to convey instant understanding, a flavour made manifest through gameplay.
But it can also be destructively divisive. Imagine Cyrene being told, "You're a faction now, your faction class is archaeologists. Roll with it. Dig up those dwarven and triton ruins. Lecture at the Lyceum and pursue tenure. Protect the continent's antiquities." A third of the city says, "Ooh, cool. Bullwhip, wha-tshh!" A third says, "Um, whatever lol? Blufest committee time! Who wants to go bashing? What's Achaean for creme fraiche, I need it to go in my crepe recipe." And a third says, "WHAT THE FUCK, that violates EVERYTHING I BELIEVE IN! I've been playing for 12 YEARS! I hate this game! I'm quitting for Star Citizen!" Imagine how much worse it could go in Hashan which is already more schismatic.
Given that - while you can brainstorm ideas that might be very cool - nothing readily presents itself or leaps out to be their faction class, I think it's just easier and less destabilising not to give Cyrene or Hashan that push.
There needs to be a pirate class or something
like. Strictly for rogues. Because like...all the factions get to have
their own special class. How about something only for rogues?
So yeah anyway it's obviously going to be pirates. Cunning bastardry and scoundrels' gambits. Alcohol as weapon and respite. Fluid dual-wielding switching between cutlass, dagger, net, and club. Macaw, monkey, and mongoose companions. Magic maps bestowed by Raclawice. Power of the star constellations, learned for navigation, put to use in combat. Stupefying insults. Rugged sexual magnetism. Nice hats. I wrote up three quarters of a class proposal for fun, which is over here.
A few people have brought up the notion of strong archetypes, as a positive and a negative. I think they are important. You can invent a class called 'Glaaki'malarki' and say, "If you read this 30 page background, these guys are scions of the Lord of the Outer Layer of Reality, and they reshape existence through a nega-phylactery which is actually their own crystallised aura from an alternate universe where they are a dead dream-lich in a crystal sarcophagus, and they blink anti-rainbows from their third eye which destabilise reality at a causal probabilistic level," and that's all really complicated to the point of alienation. Or you can call your class 'paladin', 'mage', 'bard', and casual players or potential players perusing your website will instantly get what it's all about. I'm fairly sure this is why blademaster is called 'blademaster', and not a foreign word from the Kashari language, despite having abilities with such names like 'Sanya' and 'Arash'. ('Samurai' could also have worked, although being Japanese is a bit of a deal-breaker.)
That's why I think pirate can work. It's a strong existing archetype, with instant associations (cutlass, bad teeth, skull & crossbones, cutthroat violence), a place in Achaea, and a *lot* of background fiction to draw from.
When looking at other strong existing archetypes, most of the mainstay D&D/etc classes have already been adapted to Achaea in some form: cleric, warrior, rogue/thief, assassin/ninja, druid, shapeshifter, monk, shadowdancer, wizard/sorcerer, etc. Pirate is one of the few exceptions. The others that I can think of are barbarian and archer/arcane archer. Maybe mystic, but that has the problem of, "What is that and how is it different to mages?" And artificer/tinker, which if you strip out the overlap with Enchantment is maybe a bit technologically advanced for Achaea's setting. I do accept that this argument I've just made doesn't hold much water, because you can come up with something obscure that's great and resonates, or something original that you can present it in a succinct way.
Sarapis has dropped a few barbarian endorsements in the past, so that one does seem like a strong possibility...
I do also like the idea of a polearm class. Polearms on their own, well, I'm no more attached than to anything else. But you could somehow work in elements of blood magic, and a steed, possibly through the Aztec-themed lens of Azatlan and Therophage. You can imagine them with vivid feathered headdresses, obsidian-bladed weaponry, carving their own steeds from stone as almighty living statues which they animate through some kind of magic, gruesome blood rites, carving out the hearts of their enemies to drink the last pulse of blood straight from the aorta. Neat. All they need is a name that sums it all up in one easy morsel.
Marksmanship - Self-explanatory, abilities for single shot pistols and rifles, in-room and ranged attacks. Soldiering - Abilities like taking cover, volleying, guerrilla tactics, etc. Evocation - Elemental/Magic effects for shots
I would like and archery class but without the range. Maybe crossbows in the same room but using different arrow types and target areas for afflictions?
I think the tangible evidence available (The fact that we do still have bardiches and halberds sold, and
Sarapis' self-proclaimed love of a barbarian-esque martial fighter) would point to a pole-arm class, if I was forced to make a guess. My biggest concern is that the actual combat mechanics would have to do something really strange for big, slow, weapons to be any kind of practical choice; you'd have to use a gimmick like Magi's Timeflux or 2H's fractures to make it viable. Carnifex from Aetolia does have a momentum aspect where you get faster as you attack, but I don't like those sort of momentum dynamic; it turns into a damned-if-you-don't, damned-if-you-do dichotomy, where either the momentum builds too slow and the class is helpless, or it builds too fast and it's way OP. (See all of the classes that currently suck to fight: (Priest, 2H, Alchemist, and Occultist/Magi to a lesser extent)
But who knows. I imagine designing a class is more a matter of inspiration than desire. Even if the Powers that Be had a strong desire to create a given archetype, if they couldn't find the right flavour or mechanics that just "clicked", a spark of inspiration from some other source could cause them to go in some other direction, entirely. Hard to speculate outside simple wish-fulfillment.
As popular as the thought of a pirate class has always been, it's such a niche theme that I don't think they'd go with it. They obviously couldn't restrict its skills to Seafaring situations, and the fact that a "pirate" character might never set food on a ship means the abilities couldn't even be too nautically-themed. They'd have to water down the flavour so much to make it universally palatable that it probably wouldn't even resemble "pirate" by the time they were done with it. Not to mention, a stereotypical "pirate's" skills seem like they would overlap with Serpents' and Bards' archetypes pretty strongly. (And Admin have ruled against gunpowder pretty hard, so what weapons would you end up with? Rapiers/dirks/crossbows? Overlap there too) If you're looking to play the pirate archetype, I think that Knight, Blademaster, Bard, and Serpent all have flavour that would mesh well with the theme, (as different sub-types of pirates) it's just up to you to maximize their thematic strengths while minimizing their thematic differences.
-- Grounded in but one perspective, what we perceive is an exaggeration of the truth.
It's probably barbarian, yeah, I just wish the eventual polearms class was something like a Guardsman archetype, more fluid, controlled stuff with maybe some formation fighting bonuses to defense/offense. And some sort of two-handed spear option
It's probably barbarian, yeah, I just wish the eventual polearms class was something like a Guardsman archetype, more fluid, controlled stuff with maybe some formation fighting bonuses to defense/offense. And some sort of two-handed spear option
Yeah, for some reason I always picture a Mat Cauthon from WoT...with nimble footwork and using momentum and precise strikes when it comes to a polearm class. That is why I sorta would like monks to get changed to be like knights...where you can take a polearm path instead of Tekura.
I agree though...Pirate or Polearm class is probably next.
Comments
Or a moose. Moose class incoming.
When Canada rules the world,
things will be... nii~ice.
The flavour of the class being they did not see Nature as something to protect, but something to exploit for their own gain and to hone their skills. However, I came to the same conclusion that the Sentinel class fills the niche of the rangeresque nature feel and the Serpent class sorta fills the opportunistic ranged fighting niche.
For the same reason, I think a pirate class already lays over the spectrums of some other classes. Bards, blademasters, serpents, jester, and knights with a lower case all feel piratey to me in their own way and I am one to think being a pirate in Achaea is more about the RP than the class itself. If it was done, I hope they do something with dual wielding a cutlass and a dagger because after knight changes, the world could use some more dual wielding.
As far as the polearm class mentioned above goes, I would rather monks get changed to where get a choice between tekura and using a polearm weapon. There is a lot of lore around monks and staffs already and I REALLY like how knight changes worked out.
First, when halberds and bardiches were removed with the forging changes, Tecton said that they would eventually return when a use is created for them. Since that didn't happen with any of the class changes, a new class is the most likely way for halberds/bardiches to be brought back, which means a polearm class is at the very least on the list of things to eventually add someday.
Secondly, Sarapis has said that the only traditional fantasy archetype class he feels is missing from the game is a barbarian/berserker (don't remember the exact word he used there, and I couldn't find the post), and another time he gave an outline of a barbarian class that he'd like to see in the game (and has mentioned the desire for a barbarian class on other occasions as well). We already have a class that uses huge hammers/swords (2H knights) and an unarmed class (monks), so polearms are the best remaining weapon choice for a brute force class like that (more bardiches than halberds, though).
My prediction/proposal was partially based on those statements by Sarapis; it's somewhat barbaric with the "magical" aspects being more bestial/natural (without being too forestal) so it still has the feel of a purely physical class. I probably went with more "finesse" than is likely for a barbarian-style class, though (partially to make it fit better with halberds, since they're a lighter weapon and don't have the same "berserker" feel as a huge two-handed axe). With the specialisation though, the attacks and flavour text could be changed to be more about brute force for bardiche spec and more finesse for halberd spec, so it still works.
And you won't understand the cause of your grief...
...But you'll always follow the voices beneath.
[spoiler]
(If it's good enough for Conan, it's good enough for any barbarian)
[/spoiler]
Does whatever a spider does.
Technically all classes except the factional classes, are for rogues.
For those interested what last year's idea was -
Inspired by the book "The Case of Charles Dexter Ward" by H.P. Lovecraft. Its a little bit Necromancer, occultist, alchemist/Shaman rolled into one.
The First skill would be "Saltes" in which the Saltes Master has to find different denizens, kill them and reduce their corpses to ash/essential saltes which could be able to be cached much like tarot cards are. These saltes can be used and combined in various quantities to raise 2-3 loyal beings with varying traits which would be reflected in their short descriptions. Certain traits wouldn't be able to coexist with traits leading to a balancing act by the master. The beings can lend both bashing and PK support depending on what you mix.
The second one is "Knowledge" which is like the occultists' pacts. These hold most of your personal defences which can range from a simple enchantment to bigger things. Bigger meaning you would have to collect certain things, perform a ritual which summons a greater being which you would use you skills (could be straight out bashfest but I think something like the Lusternia influence system would be excellent here) to dominate the being which will give you access to stronger defences. Perhaps after 2 years the words to summon the defence will begin to drift from your mind making you have to redo the ritual.
Third is "Accusation" (or something better named). Which will be the afflictions skill.. I haven't given much thought to this one.
Gripping Strata by the shoulders, you flex your impressive physique as you pull him apart with your bare hands, dropping the lifeless halves of Strata's body without a second glance. From a distance, you can barely hear a harsh voice yell out "FATALITY!"
I think we can all agree that Eleusis needs another faction specific class.
Tree pirates plz
I can have it if I want it >:(
Ah whoops, misread. Yeah, a class strictly for rogues only would be a bad idea
That is soooooooooooo not vampires from aetolia (which truth be told are a pretty tacky concept).
The fatal problem with an archer class is that every class in this game has PVP based around same-room combat. If archers are primarily based around long range, how will their 1v1 play out? They'll be constantly trying to run out to line-of-sight so they can shoot bows, while their opponent is running after them so they can use their skillset. 95% of the fight becomes tedious jockeying for positioning. It's not fun. This happened in Imperian with their archer class, until they nerfed the hell out of it. It happened in Achaea when sentinels were based around adjacent-room axestun, several years ago (omfg running through traps just so you could get into the room to attack the sentinel, meanwhile people are telling you "lol just tumble bro" when you have a window of milliseconds between stuns while you're getting chain-mangled... infuriating). You can give them ranged capabilities, but for balance I think you have to make their core PVP methods same-room. By necessity bows must be secondary assets, almost superficial.
It's interesting. On one hand I love the idea of a class unifying all of a city's themes and elevating them from loose coalition into a faction united by a set of ideals, an archetype to convey instant understanding, a flavour made manifest through gameplay.
But it can also be destructively divisive. Imagine Cyrene being told, "You're a faction now, your faction class is archaeologists. Roll with it. Dig up those dwarven and triton ruins. Lecture at the Lyceum and pursue tenure. Protect the continent's antiquities." A third of the city says, "Ooh, cool. Bullwhip, wha-tshh!" A third says, "Um, whatever lol? Blufest committee time! Who wants to go bashing? What's Achaean for creme fraiche, I need it to go in my crepe recipe." And a third says, "WHAT THE FUCK, that violates EVERYTHING I BELIEVE IN! I've been playing for 12 YEARS! I hate this game! I'm quitting for Star Citizen!" Imagine how much worse it could go in Hashan which is already more schismatic.
Given that - while you can brainstorm ideas that might be very cool - nothing readily presents itself or leaps out to be their faction class, I think it's just easier and less destabilising not to give Cyrene or Hashan that push.
wtf you say
you are hereby banned from this thread
pirate naysayers will walk the plank
lol rogues aren't people.
That reminds me of this log.
A few people have brought up the notion of strong archetypes, as a positive and a negative. I think they are important. You can invent a class called 'Glaaki'malarki' and say, "If you read this 30 page background, these guys are scions of the Lord of the Outer Layer of Reality, and they reshape existence through a nega-phylactery which is actually their own crystallised aura from an alternate universe where they are a dead dream-lich in a crystal sarcophagus, and they blink anti-rainbows from their third eye which destabilise reality at a causal probabilistic level," and that's all really complicated to the point of alienation. Or you can call your class 'paladin', 'mage', 'bard', and casual players or potential players perusing your website will instantly get what it's all about. I'm fairly sure this is why blademaster is called 'blademaster', and not a foreign word from the Kashari language, despite having abilities with such names like 'Sanya' and 'Arash'. ('Samurai' could also have worked, although being Japanese is a bit of a deal-breaker.)
That's why I think pirate can work. It's a strong existing archetype, with instant associations (cutlass, bad teeth, skull & crossbones, cutthroat violence), a place in Achaea, and a *lot* of background fiction to draw from.
When looking at other strong existing archetypes, most of the mainstay D&D/etc classes have already been adapted to Achaea in some form: cleric, warrior, rogue/thief, assassin/ninja, druid, shapeshifter, monk, shadowdancer, wizard/sorcerer, etc. Pirate is one of the few exceptions. The others that I can think of are barbarian and archer/arcane archer. Maybe mystic, but that has the problem of, "What is that and how is it different to mages?" And artificer/tinker, which if you strip out the overlap with Enchantment is maybe a bit technologically advanced for Achaea's setting. I do accept that this argument I've just made doesn't hold much water, because you can come up with something obscure that's great and resonates, or something original that you can present it in a succinct way.
Sarapis has dropped a few barbarian endorsements in the past, so that one does seem like a strong possibility...
I do also like the idea of a polearm class. Polearms on their own, well, I'm no more attached than to anything else. But you could somehow work in elements of blood magic, and a steed, possibly through the Aztec-themed lens of Azatlan and Therophage. You can imagine them with vivid feathered headdresses, obsidian-bladed weaponry, carving their own steeds from stone as almighty living statues which they animate through some kind of magic, gruesome blood rites, carving out the hearts of their enemies to drink the last pulse of blood straight from the aorta. Neat. All they need is a name that sums it all up in one easy morsel.
Marksmanship - Self-explanatory, abilities for single shot pistols and rifles, in-room and ranged attacks.
Soldiering - Abilities like taking cover, volleying, guerrilla tactics, etc.
Evocation - Elemental/Magic effects for shots
I do like my bow....
But who knows. I imagine designing a class is more a matter of inspiration than desire. Even if the Powers that Be had a strong desire to create a given archetype, if they couldn't find the right flavour or mechanics that just "clicked", a spark of inspiration from some other source could cause them to go in some other direction, entirely. Hard to speculate outside simple wish-fulfillment.
As popular as the thought of a pirate class has always been, it's such a niche theme that I don't think they'd go with it. They obviously couldn't restrict its skills to Seafaring situations, and the fact that a "pirate" character might never set food on a ship means the abilities couldn't even be too nautically-themed. They'd have to water down the flavour so much to make it universally palatable that it probably wouldn't even resemble "pirate" by the time they were done with it. Not to mention, a stereotypical "pirate's" skills seem like they would overlap with Serpents' and Bards' archetypes pretty strongly. (And Admin have ruled against gunpowder pretty hard, so what weapons would you end up with? Rapiers/dirks/crossbows? Overlap there too) If you're looking to play the pirate archetype, I think that Knight, Blademaster, Bard, and Serpent all have flavour that would mesh well with the theme, (as different sub-types of pirates) it's just up to you to maximize their thematic strengths while minimizing their thematic differences.
I agree though...Pirate or Polearm class is probably next.
Talking bout Assassins Creed style,Hidden Blades,Throwing knives,Crossbow.Scimitar on the side.
Or is this too much Serpent?