Feedback Thoughts on the new class

Discussion in 'General Forum' started by ΣMiwel, Apr 16, 2021.

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Which direction do you want the new (upcoming) class to take?

  1. A unique class, ninja/rougue/jester mix

    75.0%
  2. I don't mind a near-ranger-clone, as long as it's more melee than ranger

    25.0%
  1. ΣMiwel

    ΣMiwel Forum Ambassador

    So I looked through the concept art on the skills of the new class.

    Oh my...

    All those nature-related stuff - summons, bears, "ejectible trap" with vines: those should clearly go to ranger as new skills. Ranger is a mix between archer, rogue and shaman, let it stay so. The proposed new class is too similar to the ranger, the way it was presented.

    Also, having two incredibly similar skills is a bit low-effort. I mean, it'd be cool if poison/ice breath became one skill dependent on elemental mastery chosen, and firecracker/gasbomb perhaps likewise.

    Merging those and removing the two mentioned above too "rangerish" skills would make space for 4 new interesting skills, which would make the class way more unique and interesting.

    Again, I don't know if the devs have some idea already to pay the tribute to the jesters, which were removed in r214, but if they don't (and maybe even if they do), something jesterish could be considered for the class, which could be somewhat linked to the jesters in the plot. Examples would be illusions (not clones like Khalys pauldrons, but maybe copy of an enemy or something else) as summons, or a summoned shadow, and some sort of runic traps (jesters had the rune plates) or other rune-related ground effects.

    Also, one of the melee attacks (one with cooldown) should deal way higher damage (like 5x) to enemies confused by the flashbang in my opinion, to represent a backstabbing feature present in many games.

    Also, since, as I said, ranger could really use some new interesting skills, which fit him more than this class... then maybe add something for the other classes, too?
    Mech could get a steered turret as a basic turret skill (turns off skills except for jump and steam conductor, instead you are able to aim attacks of a turret, which shoots exploding bullets dealing like 100-120% base damage) and/or a waypoint turret, which wouldn't do anything, but you could swap places with it any time you want while it is active. (yep, I found out the pattern and know what kind of skills are missing from the turret category)
    DK could get weapon hurl, which is a ranged attack, taking the look of the current equipped weapon being thrown. It would deal some damage, increase rage and stun, and have a cooldown of eg. 10 seconds, while disabling whatever DK gets from his weapon (stats, special abilities) for eg. 5 seconds... it could be the tank section base attack. Or maybe something different?
    Mage... could get a lightning section bottom skill with its unique talent, because as it is, the lightning section of the tree is sort of... weak and monotonous...

    Whatever, ranger needs new skills the most, because one split (tree as a seperate skill from the wolves) and one de facto merged skill (poison from DB group effect + old bearach set bonus graphics + some changes = hornets), which ranger got in CE, is less than the other classes... and here you are making too "rangerish" skills for the new class. Nope, nature thingses have to be for ranger!
     
    Last edited: Apr 16, 2021
    hacker09897 and bibere like this.
  2. hacker09897

    hacker09897 Someday Author

    I couldnt more agree with you besides
    this new class is copy like 4 for one 4 abilities from classes added to one to made him powerfull class.
    From dwarf- bombs
    Hunter - blades + summon + vines
    Mage - blood of magic
    gladiator combat style and future idea for warriors about thrown weapon .
     
  3. ΣMiwel

    ΣMiwel Forum Ambassador

    Well, after a bunch of skills is already in the game, it's really hard to make something completly new. Consider though two of the skills they've proposed: voidwalker - some sort of invisibility buff, and flashbang - with some sort of confusion debuff (doesn't look like just a stun). Those are new mechanics, and let's hope they make space for 4 more skills, as I said in the original post... and create some further unique ones.