Next Class?

135

Comments

  • I am hilariously late to this party, but I too would enjoy turning Achaea into Fairy Tail.

    I call Laxus.
  • edited December 2012
    Sena said:

    I remembered another class I've thought about before. I've thought a lot about the abilities, but not much about balance or how the class will actually get kills. Spoilered for length.
    [spoiler]
    The class would be unable to wear armour or wield shields (also no SoA). They would summon a sentient, semi-corporeal weapon (always the same weapon, RP-wise, not a new one each time), created from the user's mind/soul/whatever. The first class skill would focus on this weapon (customising it, strengthening it, and various attacks).

    • The weapon wouldn't be envenomable, given that it's not entirely physical. It also wouldn't normally cause bleeding.
    • It can be summoned and called back to you like a spiritual mace, with an eq cost. It can also be dissolved, at no cost.
    • The weapon starts out weak, and only gets slightly stronger with more lessons in the skill. You would essentially level it up, probably through killing things (denizens or players) with it. I'm not sure how many people will like the idea of having to bash to level up their weapon as well as themselves, though. As it gets stronger, you also get more "points" to spend on customising it.
    • Customisation points would be spent on various upgrades (described below) and cosmetic alterations. Cosmetic customisations would be relatively cheap, while combat benefits can cost a lot of customisation points.

    • Maybe after a certain point (a certain weapon level, or a certain number of customisation points spent), there are negative effects, such as a constant man/willpower drain while the weapon is summoned, or a chance of hurting/afflicting you periodically or when you attack.

    • It would start out as a certain weapon type (either something generic like a shortsword or dagger, or at random, so different
      characters will start with different weapon types), but you'll
      eventually learn an ability to change it to a different type (maybe as
      often as you'd like for free, or maybe by spending customisation points so it's more of a one-time choice). Not sure which weapon types should be included as
      possibilities.
    • I'm not sure how far the weapon type customisation should go. I'm not sure if it should be a purely cosmetic choice, or have actual effects (but it definitely shouldn't use the actual forged stats of the weapon type). What I'm leaning towards is that the weapon category matters, but different weapons within a category are identical (so longswords, broadswords, rapiers, and scimitars are all the same). Or maybe it could all boil down to one-handed, two-handed, and dual-wielding (by splitting the weapon in two, each being weaker than normal so it evens out to similar to a normal single attack), with all other differences being cosmetic.
    • It would normally do psychic damage, but you'll eventually learn the ability to customise it with a different damage type. This would also change the appearance to match. I'm not sure if physical damage should be an option, but I'm leaning towards just psychic/magic/fire/cold/electric. Maybe poison.
    • Another customisation option you'll learn is the ability to give the weapon special effects. Things like draining mana, healing yourself for a portion of the damage dealt, chance of bal/eq loss, an asp-like effect (random venom/affliction on each hit, chance of a non-specific message (basically like loki) or even no message), chance to temporarily reduce the enemy's stats (wouldn't stack, obviously), lots of other possibilities. I'm thinking you could have multiple effects, limited by your customisation points. Maybe a pool of the more powerful effects that you can only choose one of, and only at trans.
    • Other possibilities for customisation are stats (making it stronger, faster, more accurate, etc.), critical chance, bypassing shield/rebounding, causing bleeding, appearance, attack messages, various other flavour things.
    • Now for possible attacks. The basic bashing attack would be a simple melee attack, based on weapon type. Would use balance (as will all weapon attacks, unless specified), can be used without equilibrium.
    • If dual-wielding is an option, a DSL-like attack, again based on weapon types. Otherwise the same as the single attack.
    • A throwing attack, letting you attack from an adjacent room. It would automatically return. Can be used off eq.
    • A mechanically identical alternative to throwing, for larger weapons that it doesn't make as much sense to throw. Maybe something like extending the length of the weapon to hit from an adjacent room.
    • An attack that splits the weapon into multiple copies and throws/shoots/launches them at all enemies in the room. Or maybe the weapon explodes and hits everyone in the room, not just enemies. Unsure if it should be usable off eq.
    • Various abilities that improve the next attack, similar to songblessing. Making it do more damage (either directly increasing it or adding something extra (maybe of a different damage type) like accentato), deal afflictions, bypass shield/rebounding, causing/increasing bleeding, limb damage, whatever the class needs. This would use equilibrium, and most attacks can be used off eq so they can be used as a combo.
    • Some sort of instakill or finisher. Not sure what would be good. Given the huge amount of customisation available, there should probably be several different options for pulling off a finisher as well.
    I haven't thought out the other two skills nearly as much, but they would give the class some defence/support/utility. Given that the class was largely inspired by D&D's soulknife class, I'd probably give the other skills some psionic flavour.
    • A damage reduction ability that gives unpredictable damage resistance to all damage types. It would average out to around 10% reduction, but could be anywhere from 0% to 50% (maybe not that high, or maybe even up to 100%) on each hit. This is basically meant to be an SoA-like ability. Flavour-wise, you mentally deflect incoming attacks, partially avoiding the damage.
    • Astral projection. It would essentially let you walk around as a soul without dying or losing experience. Your soul would leave your body, and you could then walk around and through doors, being stopped by eye sigils and being unable to use most actions, just like a normal soul. There would be a constant mana/willpower drain, and running out of mana/willpower would automatically return you to your body and the ability ends. You have no way to actively restore your mana, but passive regen like moon tattoos and rites would still affect your body (not your soul). Your soul can't be attacked (as usual), but your body remains unconscious where you left it, and can be attacked (which you won't see, so someone could just walk up and behead you). If your body takes any non-lethal damage or is afflicted, you're automatically returned to it. If your body is killed, you stay where you are as a soul. You can end the ability manually at any time, from anywhere, returning to your body. I'm thinking that flash, and maybe throwing eye sigils, should force you back to your body as well. There needs to be some way to get rid of you, so you can't just bother people while being completely untouchable (if you hide your body well). Given that you can't do anything but walk around and talk as a soul, and you can't bring your body with you past doors, this would mostly be for exploration and RP.
    • Maybe some token attack/ability that can be used during astral projection, like choke for blackwind.
    • Some mental stealth/spying abilities, such as seeing through another person's eyes or hearing through their ears from the same area. Not sure what the most interesting way to balance this is. Maybe require something like a mind lock, maybe it has a high mana drain and any action cancels it so it can only be used for a short time, maybe a hard time limit, maybe it's easily detectable by the target so anyone who actively checks for it will know, maybe it's just always visible to the target and not stealthy at all.
    • Short, uncontrollable teleportation as a sort of escape ability. Disappear and reappear in a random room within maybe 2-3 steps. Obviously won't work if there are no exits, maybe go through unlocked doors but definitely not closed+locked. It could be invisible, like an uncontrollable evade, but it's probably better left visible. Or maybe hidden by cloak/shroud (if the class has cloak/shroud) and visible with hypersight.
    • Illusions, maybe usable in a combo with your weapon attacks. Maybe usable at range, with some sort of limitation (still not sure if I want this class to have something like mind locks).
    • Possibly an ability like cloak/shroud, flavour-wise it would work by telepathically tricking people into not seeing you. I'd like if this could be used to cloak other people, but only while they're in the same room as you (so if you separate, the effect ends).
    • I've been working on this post for several hours now, so I'll stop here.
    [/spoiler]
    Daddy liek. Will totally swap my monk or BM to this if implemented.


  • Trey said:
    I remembered another class I've thought about before. I've thought a lot about the abilities, but not much about balance or how the class will actually get kills. Spoilered for length.
    [spoiler]
    The class would be unable to wear armour or wield shields (also no SoA). They would summon a sentient, semi-corporeal weapon (always the same weapon, RP-wise, not a new one each time), created from the user's mind/soul/whatever. The first class skill would focus on this weapon (customising it, strengthening it, and various attacks).
    • The weapon wouldn't be envenomable, given that it's not entirely physical. It also wouldn't normally cause bleeding.
    • It can be summoned and called back to you like a spiritual mace, with an eq cost. It can also be dissolved, at no cost.
    • The weapon starts out weak, and only gets slightly stronger with more lessons in the skill. You would essentially level it up, probably through killing things (denizens or players) with it. I'm not sure how many people will like the idea of having to bash to level up their weapon as well as themselves, though. As it gets stronger, you also get more "points" to spend on customising it.
    • Customisation points would be spent on various upgrades (described below) and cosmetic alterations. Cosmetic customisations would be relatively cheap, while combat benefits can cost a lot of customisation points.
    • Maybe after a certain point (a certain weapon level, or a certain number of customisation points spent), there are negative effects, such as a constant man/willpower drain while the weapon is summoned, or a chance of hurting/afflicting you periodically or when you attack.
    • It would start out as a certain weapon type (either something generic like a shortsword or dagger, or at random, so different characters will start with different weapon types), but you'll eventually learn an ability to change it to a different type (maybe as often as you'd like for free, or maybe by spending customisation points so it's more of a one-time choice). Not sure which weapon types should be included as possibilities.
    • I'm not sure how far the weapon type customisation should go. I'm not sure if it should be a purely cosmetic choice, or have actual effects (but it definitely shouldn't use the actual forged stats of the weapon type). What I'm leaning towards is that the weapon category matters, but different weapons within a category are identical (so longswords, broadswords, rapiers, and scimitars are all the same). Or maybe it could all boil down to one-handed, two-handed, and dual-wielding (by splitting the weapon in two, each being weaker than normal so it evens out to similar to a normal single attack), with all other differences being cosmetic.
    • It would normally do psychic damage, but you'll eventually learn the ability to customise it with a different damage type. This would also change the appearance to match. I'm not sure if physical damage should be an option, but I'm leaning towards just psychic/magic/fire/cold/electric. Maybe poison.
    • Another customisation option you'll learn is the ability to give the weapon special effects. Things like draining mana, healing yourself for a portion of the damage dealt, chance of bal/eq loss, an asp-like effect (random venom/affliction on each hit, chance of a non-specific message (basically like loki) or even no message), chance to temporarily reduce the enemy's stats (wouldn't stack, obviously), lots of other possibilities. I'm thinking you could have multiple effects, limited by your customisation points. Maybe a pool of the more powerful effects that you can only choose one of, and only at trans.
    • Other possibilities for customisation are stats (making it stronger, faster, more accurate, etc.), critical chance, bypassing shield/rebounding, causing bleeding, appearance, attack messages, various other flavour things.
    • Now for possible attacks. The basic bashing attack would be a simple melee attack, based on weapon type. Would use balance (as will all weapon attacks, unless specified), can be used without equilibrium.
    • If dual-wielding is an option, a DSL-like attack, again based on weapon types. Otherwise the same as the single attack.
    • A throwing attack, letting you attack from an adjacent room. It would automatically return. Can be used off eq.
    • A mechanically identical alternative to throwing, for larger weapons that it doesn't make as much sense to throw. Maybe something like extending the length of the weapon to hit from an adjacent room.
    • An attack that splits the weapon into multiple copies and throws/shoots/launches them at all enemies in the room. Or maybe the weapon explodes and hits everyone in the room, not just enemies. Unsure if it should be usable off eq.
    • Various abilities that improve the next attack, similar to songblessing. Making it do more damage (either directly increasing it or adding something extra (maybe of a different damage type) like accentato), deal afflictions, bypass shield/rebounding, causing/increasing bleeding, limb damage, whatever the class needs. This would use equilibrium, and most attacks can be used off eq so they can be used as a combo.
    • Some sort of instakill or finisher. Not sure what would be good. Given the huge amount of customisation available, there should probably be several different options for pulling off a finisher as well.
    I haven't thought out the other two skills nearly as much, but they would give the class some defence/support/utility. Given that the class was largely inspired by D&D's soulknife class, I'd probably give the other skills some psionic flavour.
    • A damage reduction ability that gives unpredictable damage resistance to all damage types. It would average out to around 10% reduction, but could be anywhere from 0% to 50% (maybe not that high, or maybe even up to 100%) on each hit. This is basically meant to be an SoA-like ability. Flavour-wise, you mentally deflect incoming attacks, partially avoiding the damage.
    • Astral projection. It would essentially let you walk around as a soul without dying or losing experience. Your soul would leave your body, and you could then walk around and through doors, being stopped by eye sigils and being unable to use most actions, just like a normal soul. There would be a constant mana/willpower drain, and running out of mana/willpower would automatically return you to your body and the ability ends. You have no way to actively restore your mana, but passive regen like moon tattoos and rites would still affect your body (not your soul). Your soul can't be attacked (as usual), but your body remains unconscious where you left it, and can be attacked (which you won't see, so someone could just walk up and behead you). If your body takes any non-lethal damage or is afflicted, you're automatically returned to it. If your body is killed, you stay where you are as a soul. You can end the ability manually at any time, from anywhere, returning to your body. I'm thinking that flash, and maybe throwing eye sigils, should force you back to your body as well. There needs to be some way to get rid of you, so you can't just bother people while being completely untouchable (if you hide your body well). Given that you can't do anything but walk around and talk as a soul, and you can't bring your body with you past doors, this would mostly be for exploration and RP.
    • Maybe some token attack/ability that can be used during astral projection, like choke for blackwind.
    • Some mental stealth/spying abilities, such as seeing through another person's eyes or hearing through their ears from the same area. Not sure what the most interesting way to balance this is. Maybe require something like a mind lock, maybe it has a high mana drain and any action cancels it so it can only be used for a short time, maybe a hard time limit, maybe it's easily detectable by the target so anyone who actively checks for it will know, maybe it's just always visible to the target and not stealthy at all.
    • Short, uncontrollable teleportation as a sort of escape ability. Disappear and reappear in a random room within maybe 2-3 steps. Obviously won't work if there are no exits, maybe go through unlocked doors but definitely not closed+locked. It could be invisible, like an uncontrollable evade, but it's probably better left visible. Or maybe hidden by cloak/shroud (if the class has cloak/shroud) and visible with hypersight.
    • Illusions, maybe usable in a combo with your weapon attacks. Maybe usable at range, with some sort of limitation (still not sure if I want this class to have something like mind locks).
    • Possibly an ability like cloak/shroud, flavour-wise it would work by telepathically tricking people into not seeing you. I'd like if this could be used to cloak other people, but only while they're in the same room as you (so if you separate, the effect ends).
    • I've been working on this post for several hours now, so I'll stop here.
    [/spoiler]
    Daddy liek. Will totally swap my monk or BM to this if implemented.
    I liked it too. The concept of telekinetic force shaped into weapons by the mind is lovely, especially that later the weapon shapes and evolves as YOU grow with it. It has a depth to it, as if the weapon becomes a reflection of yourself, reminds me of the blademaster  swords being unique for everyone.
  • I also think the class works better with a slower growth of the "mind blade" skill, so it would be nice if it had some sort of non-standard learning system (like tekura grading) that at least slowed you down from immediately transing it. Maybe the weapon needs a certain amount of experience before you can advance.
  • Kaden said:
    Sena said:
    There are two classes that I've always wanted. A staff-wielding class (using staves for melee combat rather than magic), and a polearm-wielding class (most likely using slow, powerful attacks). I haven't been able to think of full sets of abilities or even a basic idea of what their combat styles would be, though. Also, these could be combined into two specialisations of a single class, with staves for speed or polearms for damage.

    Also, just directly import the Idras from Imperian.
    Someone should push to resurrect the old monk fighting forms with staffs. The historical precedent is there with Queen Catarin fighting in the Tournament of Blades using a staff. :P
    Perilously close to Tahtetso of Lusternia. While it isn't a bad thing, I don't think they'd want a carbon copy of another game's class to be made in Achaea.

    Not to say it wouldn't be cool, though. Pretty much @Sena's last point, too.
  • Aetolia has Infernal, your argument is invalid.

  • Didn't Aetolia re-design it's Infernal class? I think they actually use polearms now.
  • Tanris said:

    A second Chaos class more orientated towards marshal practices (not Chaos knights) to make us have as many as the other factions.

    On second thoughts, truename arc, I'll take it. Who cares about common sense, I want my 80% combo.

    CHAOS KNIIIIIIGHTTSSSSSS!!!
    image
  • Trey said:
    Aetolia has Infernal, your argument is invalid.
    True, hence, they were remade into the Carnifex. And besides, infernal/evil knight is a staple, much like paladins/templars/runewarden/runeguards/general knight class. An exception, rather than the rule.
  • Hated Aetolia, don't use Aetolia as an example.

    Imperian has Infernal (and omg it's SO MUCH BETTER). Also multitude of other classes. Basing something off a similar idea does not mean something is going to be made into a carbon copy.
  • Hm, I'd go more expanding for the body-altering properties of those proposed "Chaos Knights". At low levels, they can reshape the flesh of their bodies, from modifying the skin to provide a minor resistance to a damage type of their choice, to modifying the stomach to either increase alcohol tolerance or reduce damage from vomiting, to growing vestigial wings that provide limited flight, to modifying your hands to either grow claws for a loki attack or to increase in mass, increasing your punch damage. Stuff like that.

  • I've always just wanted a class with Metamorphosis/tarot/chivalry

    Reflexed DSL aeon?
    Replies the scorpion: "It's my nature..."
  • edited December 2012
    Mizik said:
    Tanris said:

    A second Chaos class more orientated towards marshal practices (not Chaos knights) to make us have as many as the other factions.

    On second thoughts, truename arc, I'll take it. Who cares about common sense, I want my 80% combo.

    CHAOS KNIIIIIIGHTTSSSSSS!!!
    Woot!

    Also I never agree with the concept "Guys cant be Knights annnd Chaos!". I mean seriously..Ashtan has chaos knights for guards :/.
  • Sena said:
    I remembered another class I've thought about before. I've thought a lot about the abilities, but not much about balance or how the class will actually get kills. Spoilered for length.
    [spoiler]
    The class would be unable to wear armour or wield shields (also no SoA). They would summon a sentient, semi-corporeal weapon (always the same weapon, RP-wise, not a new one each time), created from the user's mind/soul/whatever. The first class skill would focus on this weapon (customising it, strengthening it, and various attacks).
    • The weapon wouldn't be envenomable, given that it's not entirely physical. It also wouldn't normally cause bleeding.
    • It can be summoned and called back to you like a spiritual mace, with an eq cost. It can also be dissolved, at no cost.
    • The weapon starts out weak, and only gets slightly stronger with more lessons in the skill. You would essentially level it up, probably through killing things (denizens or players) with it. I'm not sure how many people will like the idea of having to bash to level up their weapon as well as themselves, though. As it gets stronger, you also get more "points" to spend on customising it.
    • Customisation points would be spent on various upgrades (described below) and cosmetic alterations. Cosmetic customisations would be relatively cheap, while combat benefits can cost a lot of customisation points.
    • Maybe after a certain point (a certain weapon level, or a certain number of customisation points spent), there are negative effects, such as a constant man/willpower drain while the weapon is summoned, or a chance of hurting/afflicting you periodically or when you attack.
    • It would start out as a certain weapon type (either something generic like a shortsword or dagger, or at random, so different characters will start with different weapon types), but you'll eventually learn an ability to change it to a different type (maybe as often as you'd like for free, or maybe by spending customisation points so it's more of a one-time choice). Not sure which weapon types should be included as possibilities.
    • I'm not sure how far the weapon type customisation should go. I'm not sure if it should be a purely cosmetic choice, or have actual effects (but it definitely shouldn't use the actual forged stats of the weapon type). What I'm leaning towards is that the weapon category matters, but different weapons within a category are identical (so longswords, broadswords, rapiers, and scimitars are all the same). Or maybe it could all boil down to one-handed, two-handed, and dual-wielding (by splitting the weapon in two, each being weaker than normal so it evens out to similar to a normal single attack), with all other differences being cosmetic.
    • It would normally do psychic damage, but you'll eventually learn the ability to customise it with a different damage type. This would also change the appearance to match. I'm not sure if physical damage should be an option, but I'm leaning towards just psychic/magic/fire/cold/electric. Maybe poison.
    • Another customisation option you'll learn is the ability to give the weapon special effects. Things like draining mana, healing yourself for a portion of the damage dealt, chance of bal/eq loss, an asp-like effect (random venom/affliction on each hit, chance of a non-specific message (basically like loki) or even no message), chance to temporarily reduce the enemy's stats (wouldn't stack, obviously), lots of other possibilities. I'm thinking you could have multiple effects, limited by your customisation points. Maybe a pool of the more powerful effects that you can only choose one of, and only at trans.
    • Other possibilities for customisation are stats (making it stronger, faster, more accurate, etc.), critical chance, bypassing shield/rebounding, causing bleeding, appearance, attack messages, various other flavour things.
    • Now for possible attacks. The basic bashing attack would be a simple melee attack, based on weapon type. Would use balance (as will all weapon attacks, unless specified), can be used without equilibrium.
    • If dual-wielding is an option, a DSL-like attack, again based on weapon types. Otherwise the same as the single attack.
    • A throwing attack, letting you attack from an adjacent room. It would automatically return. Can be used off eq.
    • A mechanically identical alternative to throwing, for larger weapons that it doesn't make as much sense to throw. Maybe something like extending the length of the weapon to hit from an adjacent room.
    • An attack that splits the weapon into multiple copies and throws/shoots/launches them at all enemies in the room. Or maybe the weapon explodes and hits everyone in the room, not just enemies. Unsure if it should be usable off eq.
    • Various abilities that improve the next attack, similar to songblessing. Making it do more damage (either directly increasing it or adding something extra (maybe of a different damage type) like accentato), deal afflictions, bypass shield/rebounding, causing/increasing bleeding, limb damage, whatever the class needs. This would use equilibrium, and most attacks can be used off eq so they can be used as a combo.
    • Some sort of instakill or finisher. Not sure what would be good. Given the huge amount of customisation available, there should probably be several different options for pulling off a finisher as well.
    I haven't thought out the other two skills nearly as much, but they would give the class some defence/support/utility. Given that the class was largely inspired by D&D's soulknife class, I'd probably give the other skills some psionic flavour.
    • A damage reduction ability that gives unpredictable damage resistance to all damage types. It would average out to around 10% reduction, but could be anywhere from 0% to 50% (maybe not that high, or maybe even up to 100%) on each hit. This is basically meant to be an SoA-like ability. Flavour-wise, you mentally deflect incoming attacks, partially avoiding the damage.
    • Astral projection. It would essentially let you walk around as a soul without dying or losing experience. Your soul would leave your body, and you could then walk around and through doors, being stopped by eye sigils and being unable to use most actions, just like a normal soul. There would be a constant mana/willpower drain, and running out of mana/willpower would automatically return you to your body and the ability ends. You have no way to actively restore your mana, but passive regen like moon tattoos and rites would still affect your body (not your soul). Your soul can't be attacked (as usual), but your body remains unconscious where you left it, and can be attacked (which you won't see, so someone could just walk up and behead you). If your body takes any non-lethal damage or is afflicted, you're automatically returned to it. If your body is killed, you stay where you are as a soul. You can end the ability manually at any time, from anywhere, returning to your body. I'm thinking that flash, and maybe throwing eye sigils, should force you back to your body as well. There needs to be some way to get rid of you, so you can't just bother people while being completely untouchable (if you hide your body well). Given that you can't do anything but walk around and talk as a soul, and you can't bring your body with you past doors, this would mostly be for exploration and RP.
    • Maybe some token attack/ability that can be used during astral projection, like choke for blackwind.
    • Some mental stealth/spying abilities, such as seeing through another person's eyes or hearing through their ears from the same area. Not sure what the most interesting way to balance this is. Maybe require something like a mind lock, maybe it has a high mana drain and any action cancels it so it can only be used for a short time, maybe a hard time limit, maybe it's easily detectable by the target so anyone who actively checks for it will know, maybe it's just always visible to the target and not stealthy at all.
    • Short, uncontrollable teleportation as a sort of escape ability. Disappear and reappear in a random room within maybe 2-3 steps. Obviously won't work if there are no exits, maybe go through unlocked doors but definitely not closed+locked. It could be invisible, like an uncontrollable evade, but it's probably better left visible. Or maybe hidden by cloak/shroud (if the class has cloak/shroud) and visible with hypersight.
    • Illusions, maybe usable in a combo with your weapon attacks. Maybe usable at range, with some sort of limitation (still not sure if I want this class to have something like mind locks).
    • Possibly an ability like cloak/shroud, flavour-wise it would work by telepathically tricking people into not seeing you. I'd like if this could be used to cloak other people, but only while they're in the same room as you (so if you separate, the effect ends).
    • I've been working on this post for several hours now, so I'll stop here.
    [/spoiler]
    Please don't make it Auto Evil/Chaos though :(

  • Tagg said:
    Hated Aetolia, don't use Aetolia as an example.

    Imperian has Infernal (and omg it's SO MUCH BETTER). Also multitude of other classes. Basing something off a similar idea does not mean something is going to be made into a carbon copy.
    Don't Impy Infernals have like Quad-slash or something sick like that?

  • you're probably thinking of displace, which makes each slash of a dsl hit a different limb.
  • Not a new class but I would love to see current classes reworked for specialization like that used in seafaring. Greater diversity that way and I think if done right you could add to character-specific RP.
  • Tagg said:
    you're probably thinking of displace, which makes each slash of a dsl hit a different limb.
    THAT IS EVEN BETTER WE NEED THAT.

  • god no, that would be so stupid with frenzy
  • DaslinDaslin The place with the oxygen
    Gunslinger prs.
  • edited December 2012
    Tagg said:
    god no, that would be so stupid with frenzy
    YES IT WOULD WE NEED THAT.

    Edit: It would have been stupid overpowered, but if we had it we'd never have needed anything like frenzy.

  • If they implemented SPPs for regular class skills, I'd just like...

    Give them all my money. All of it. Take it.
  • edited December 2012
    I think it'd be cool to have another class, that would share Transmutation with Alchemists--analogous to the way forestals share Concoctions. Alchemist has a science-y flavor, so maybe another science type class, but not focused on chemical/biological science. Instead it could be mechanical science and physics, and they could use steampunk or Rube Goldberg type machines. Call it the "Engineer" class or something. 

    Admittedly this is a vague idea.
  • Change chivalry to allow specializations along the lines of DW, Sword/Board, and 2h.  >.>
    image
  • New class or no new class, include this bad boy in the weapons makeover.

    image

    I like my steak like I like my Magic cards: mythic rare.
  • Sena said:
    I remembered another class I've thought about before. I've thought a lot about the abilities, but not much about balance or how the class will actually get kills. Spoilered for length.
    [spoiler]
    The class would be unable to wear armour or wield shields (also no SoA). They would summon a sentient, semi-corporeal weapon (always the same weapon, RP-wise, not a new one each time), created from the user's mind/soul/whatever. The first class skill would focus on this weapon (customising it, strengthening it, and various attacks).
    • The weapon wouldn't be envenomable, given that it's not entirely physical. It also wouldn't normally cause bleeding.
    • It can be summoned and called back to you like a spiritual mace, with an eq cost. It can also be dissolved, at no cost.
    • The weapon starts out weak, and only gets slightly stronger with more lessons in the skill. You would essentially level it up, probably through killing things (denizens or players) with it. I'm not sure how many people will like the idea of having to bash to level up their weapon as well as themselves, though. As it gets stronger, you also get more "points" to spend on customising it.
    • Customisation points would be spent on various upgrades (described below) and cosmetic alterations. Cosmetic customisations would be relatively cheap, while combat benefits can cost a lot of customisation points.
    • Maybe after a certain point (a certain weapon level, or a certain number of customisation points spent), there are negative effects, such as a constant man/willpower drain while the weapon is summoned, or a chance of hurting/afflicting you periodically or when you attack.
    • It would start out as a certain weapon type (either something generic like a shortsword or dagger, or at random, so different characters will start with different weapon types), but you'll eventually learn an ability to change it to a different type (maybe as often as you'd like for free, or maybe by spending customisation points so it's more of a one-time choice). Not sure which weapon types should be included as possibilities.
    • I'm not sure how far the weapon type customisation should go. I'm not sure if it should be a purely cosmetic choice, or have actual effects (but it definitely shouldn't use the actual forged stats of the weapon type). What I'm leaning towards is that the weapon category matters, but different weapons within a category are identical (so longswords, broadswords, rapiers, and scimitars are all the same). Or maybe it could all boil down to one-handed, two-handed, and dual-wielding (by splitting the weapon in two, each being weaker than normal so it evens out to similar to a normal single attack), with all other differences being cosmetic.
    • It would normally do psychic damage, but you'll eventually learn the ability to customise it with a different damage type. This would also change the appearance to match. I'm not sure if physical damage should be an option, but I'm leaning towards just psychic/magic/fire/cold/electric. Maybe poison.
    • Another customisation option you'll learn is the ability to give the weapon special effects. Things like draining mana, healing yourself for a portion of the damage dealt, chance of bal/eq loss, an asp-like effect (random venom/affliction on each hit, chance of a non-specific message (basically like loki) or even no message), chance to temporarily reduce the enemy's stats (wouldn't stack, obviously), lots of other possibilities. I'm thinking you could have multiple effects, limited by your customisation points. Maybe a pool of the more powerful effects that you can only choose one of, and only at trans.
    • Other possibilities for customisation are stats (making it stronger, faster, more accurate, etc.), critical chance, bypassing shield/rebounding, causing bleeding, appearance, attack messages, various other flavour things.
    • Now for possible attacks. The basic bashing attack would be a simple melee attack, based on weapon type. Would use balance (as will all weapon attacks, unless specified), can be used without equilibrium.
    • If dual-wielding is an option, a DSL-like attack, again based on weapon types. Otherwise the same as the single attack.
    • A throwing attack, letting you attack from an adjacent room. It would automatically return. Can be used off eq.
    • A mechanically identical alternative to throwing, for larger weapons that it doesn't make as much sense to throw. Maybe something like extending the length of the weapon to hit from an adjacent room.
    • An attack that splits the weapon into multiple copies and throws/shoots/launches them at all enemies in the room. Or maybe the weapon explodes and hits everyone in the room, not just enemies. Unsure if it should be usable off eq.
    • Various abilities that improve the next attack, similar to songblessing. Making it do more damage (either directly increasing it or adding something extra (maybe of a different damage type) like accentato), deal afflictions, bypass shield/rebounding, causing/increasing bleeding, limb damage, whatever the class needs. This would use equilibrium, and most attacks can be used off eq so they can be used as a combo.
    • Some sort of instakill or finisher. Not sure what would be good. Given the huge amount of customisation available, there should probably be several different options for pulling off a finisher as well.
    I haven't thought out the other two skills nearly as much, but they would give the class some defence/support/utility. Given that the class was largely inspired by D&D's soulknife class, I'd probably give the other skills some psionic flavour.
    • A damage reduction ability that gives unpredictable damage resistance to all damage types. It would average out to around 10% reduction, but could be anywhere from 0% to 50% (maybe not that high, or maybe even up to 100%) on each hit. This is basically meant to be an SoA-like ability. Flavour-wise, you mentally deflect incoming attacks, partially avoiding the damage.
    • Astral projection. It would essentially let you walk around as a soul without dying or losing experience. Your soul would leave your body, and you could then walk around and through doors, being stopped by eye sigils and being unable to use most actions, just like a normal soul. There would be a constant mana/willpower drain, and running out of mana/willpower would automatically return you to your body and the ability ends. You have no way to actively restore your mana, but passive regen like moon tattoos and rites would still affect your body (not your soul). Your soul can't be attacked (as usual), but your body remains unconscious where you left it, and can be attacked (which you won't see, so someone could just walk up and behead you). If your body takes any non-lethal damage or is afflicted, you're automatically returned to it. If your body is killed, you stay where you are as a soul. You can end the ability manually at any time, from anywhere, returning to your body. I'm thinking that flash, and maybe throwing eye sigils, should force you back to your body as well. There needs to be some way to get rid of you, so you can't just bother people while being completely untouchable (if you hide your body well). Given that you can't do anything but walk around and talk as a soul, and you can't bring your body with you past doors, this would mostly be for exploration and RP.
    • Maybe some token attack/ability that can be used during astral projection, like choke for blackwind.
    • Some mental stealth/spying abilities, such as seeing through another person's eyes or hearing through their ears from the same area. Not sure what the most interesting way to balance this is. Maybe require something like a mind lock, maybe it has a high mana drain and any action cancels it so it can only be used for a short time, maybe a hard time limit, maybe it's easily detectable by the target so anyone who actively checks for it will know, maybe it's just always visible to the target and not stealthy at all.
    • Short, uncontrollable teleportation as a sort of escape ability. Disappear and reappear in a random room within maybe 2-3 steps. Obviously won't work if there are no exits, maybe go through unlocked doors but definitely not closed+locked. It could be invisible, like an uncontrollable evade, but it's probably better left visible. Or maybe hidden by cloak/shroud (if the class has cloak/shroud) and visible with hypersight.
    • Illusions, maybe usable in a combo with your weapon attacks. Maybe usable at range, with some sort of limitation (still not sure if I want this class to have something like mind locks).
    • Possibly an ability like cloak/shroud, flavour-wise it would work by telepathically tricking people into not seeing you. I'd like if this could be used to cloak other people, but only while they're in the same room as you (so if you separate, the effect ends).
    • I've been working on this post for several hours now, so I'll stop here.
    [/spoiler]

    I want this now @Admins. And I do mean NOW.
    Tvistor: If that was a troll, it was masterful.
    I take my hat off to you.
  • What's the general thought on race-classes? Forget the specifics of Dragonhood, are race-classes a frustration smothering of customisability, or something interesting to be considered for Achaea?

    Another question is what folks would think about a Remort system including either a) Prestige classes, or b) Restarting as a lvl1 existing class but with bloated stats.

    Thoughts?
    Tvistor: If that was a troll, it was masterful.
    I take my hat off to you.
  • Xith said:

    New class or no new class, include this bad boy in the weapons makeover.

    image

    All those chains, I dont know where it starts or ends! Too complicated!
This discussion has been closed.