Do i need more Classes?

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11 comments, last by LorenzoGatti 11 years, 9 months ago
I like the Cursed idea - I think that could be very easily combined with the Jekyl/Hyde character, maybe instead of pain its drugs and at some point he just flips. Could even give him AI for a short duration. A whole new bran of Leroy.
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Those where pretty much my concerns too, the subclasses does not have to feel very unique (most of the mages are pretty much the same) but they have very distinct spell effects, nature mages throw leaves and make spikes shoot from the earth while a shadow mage throw shadowy tentacles and swirling patches of darkness. The game effect is pretty much the same, damage and snare or root. But I know players love to customize.

As Jefferson said, there's the issue of the sub/classes feeling samey; I love cosmetic customization, but only in relation to appearance. If you give me several face shapes, body styles, eyes and hairstyles to work with, I'll be in heaven. But when the actual gameplay offers me a false sense of choice, that actually really gets under my skin. I want the rifle and the SMG to feel different. Hell, I want the top-heavy broadsword to feel different from the hilt-heavy one. Choices should matter; the player wants to be able to make their character and their play-style mesh. By just painting the special effects different colors...well, you get the Mass Effect 3 ending rage XD

You say that the subclasses can share abilities and playstyles. Do you mean rather than choosing one subclass once you reach level X and only using skills from that subclass, you can mix spells from each subclass and blend them together in a way?

If so, I suppose each subclass could be treated similar to a "school of magic" or "skill tree". For example, Fire magic excels at dealing damage, Ice excels at snaring and slowing but lacks damage, and so on. Then the player can mix spells from each school/tree to have their own unique playstyle.


I agree with the suggestion, mainly because this way the choice of a "class" would be delayed until it is meaningful and subdivided into manageable and understandable portions.
At the beginning of the game, how can a first-time player grasp the difference between a Cleric of Foo and a Cleric of Bar? The most that the game designer can expect is a commitment to a broad class, like Cleric, on the basis of a simple description and set of expectations (e.g. Clerics have moderate fighting ability, healing spells, and a number of mostly noncombat spells that fall within the sphere of interests of the gods they are on good terms with)
Then the player, after learning more of the game world and of how character abilities can be useful, can choose to make his "Agent" learn more Archery, tighten the ties of his cleric to a certain god because he knows he wants certain spells (or because the god is on the side of the good guys, or other in-game reasons), and so on.

Omae Wa Mou Shindeiru

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