I started this discussion with 3 main purposes in mind.
1: To generate discussion on which classes people think will synergize well with one another. For example what would be the advantage of apostate/jester over runewarden/bard (just random examples)
2. To discuss what new strategies this opens up, which strategies will be rendered obsolete, and how to negate various classes under different scenarios. So if say magi are normally weak against serpent they could multiclass with something that covers that weakness better, but what would be the costs to this? (Ie less offensive potential, etc)
3. To preempt combos that will likely be nerfed because they are unexpectedly gamebreaking (I definitely don't want to sink a bunch of credits into something that seems interesting and strong only to have it nerfed a few months down the line and be left with a frustrating combination).
4. I just thought of this, but to generate discussion of class combos that you think would be interesting, would do for roleplay even if not necessarily "the best", are really excited about in general for reasons other than mechanics.
Thanks in advance!
0
Comments
Edit:* based on comments made by Tecton or Sarapis and how other IRE games handle multiclass.
But who knows, may be different than Aetolia!
Well anyhow, a lot of this still applies, for example if you are being griefed in underworld you can still swap classes for bashing or something.
Also ypu could have a pvp class and a raiding class or an rp class and a defense class or something?
4 still applies! I am still really excited about magi/monk even if I can't launch an punch combo with stonefist while diamondskinned as a horval with my trusty golem fighting beside me before a backbreaker.
You forge a channel through to the elemental skein of the universe.
Your hopes and dreams. ndb
I'm still wondering how many classes we will have access to, and at what cost.
I'm thinking Monk/Sentinel for Borran. That'd justify level 3 knuckles plenty. I'd provably throw in Serpent just because I miss it, assuming we get 3+ classes.
Depending on how often and how quickly you can switch, what you will see people doing a lot is switching classes after an initial skirmish or two (to something they feel is more appropriate to the situation).
So, you guys were discussing earlier about how the multiclass would work.....
Hrm. Do you think you would like, be able to specify which skills you could use at a time? Like, pick 3/6? I doubt that the multiclass system coming for Achaea would be anything like Aetolia, as they seem way different (but, I've only had limited experience playing Aetolia). That's just my opinion, though. And 'cause switching class like that would really be..... Less cool than the specific skill sets.
Either way it goes, I'll be taking full advantage of it.
- With sharp, crackling tones, Kyrra tells you, "The ladies must love you immensely."
- (Eleusian Ranger Techs): Savira says, "Most of the hard stuff seem to have this built in code like: If adventurer_hitting_me = "Sarathai" then send("terminate and selfdestruct")."
- Makarios says, "Serve well and perish."
- Xaden says, "Xaden confirmed scrub 2017."
Mixing and matching skills from various classes is likely unfeasible in terms of administrative development/balancing investment, and would increase the complexity of combat exponentially.
Or the player test realm thing? Yeah the Player test realm thing.
Caladbolg's a Paladin wtf he just blackwinded
wtf he's in mhaldor now
wtf he just radienced me.
This would make the game near unplayable. if it -didn't- have some kind of cooldown inbetween switching class imo.
Results of disembowel testing | Knight limb counter | GMCP AB files
Again, if it is like Aetolia, you would be the same trait/spec no matter what class you do. You need the artifacts to switch those freely.
This is veering slightly off-topic from multiclass combat (though since multiclass combat almost certainly isn't going to be much of a thing, I guess that's not too bad), but my one hope for multiclass remains to be that they actually come up with an in-world explanation for it. That's what bugged me about Aetolia - it was so blatantly meta. The whole concept of "forgetting" a class is already pretty weird (and I wish it also had an in-world explanation), but swapping in and out skillsets is even weirder and was honestly pretty immersion-breaking. I'd rather it be something more like dragons, where there's a mechanical thing going on, but justified by lore. I was hoping that the whole talisman thing was going to be part of that explanation, since they were introduced I think right around the time the multiclass discussion started - something like talismans that act as sort of "phylacteries" for knowledge of class skills, a magical object that literally swaps memories of class abilities in and out. "A wizard did it" might not be the very pinnacle of exposition, but I think it's an awful lot better than offering no explanation and expecting people to just pretend like the people around them aren't mysteriously and instantaneously gaining and losing access to vastly different knowledge and experience all the time.
Either way, it is hard to justify IC in a way like Dragon unless there is some shapeshifty change. At the start, unless they already have a plan for how it'll be executed, it'll likely just be a class swap thing. If they really want to, they can use the Imperian way of doing things, have no cooldown to class swap, you just have to relearn from inept to trans in.. what.. 5 learning sessions? That's half the number of ranks, roughly.
Actually.. 15 x 436 6540 credits in class changes total or so? And that's not even counting how many artifacts i've traded in when I switched classes.
Small chance of that happening, but one can hope