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#1 Oct 05 2011 at 9:55 AM Rating: Good
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Could a new class make sense?

Did the zerker make sense?
#2 Oct 05 2011 at 11:11 AM Rating: Good
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What about a new class that has to be unlocked after certain requirement reached on main toon, or certain playtime on the toon. They could call it King or Queen based on sex of toon. These guys could have all the kewl lines from the classes like Lay Hands, Snare line, Res line, Harm Touch, slow line, some kind of pet lets go with court jester, heal line, nuke line, dot line :)

Yes this would be unbalanced but weeeeeeeee !

O I just restarted game a month ago, so I would never been able to meet the requirement, but hey want you guys to have a blast with King or Queen !!!!!

#3 Oct 05 2011 at 3:32 PM Rating: Good
SilverValor wrote:
What about a new class that has to be unlocked after certain requirement reached on main toon, or certain playtime on the toon.


Like WoW's Death Knight? Heh.

Anyways, I think EQ has a good selection of classes as it stands.

Zerkers, I really liked. They gave Trolls and Ogres a real melee DPS class that definitely fit with their racial themes. I can't really think of anything else that could be added, class-wise, that wouldn't be a far stretch or, at this point, a blatant copy of a different MMO's class.
#4 Oct 05 2011 at 5:23 PM Rating: Good
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As fun as a new twist on the classes could be, it is probably a practical impossibility and a nightmarish scenario for the developers.

Class Balance is probably the source of the biggest amount of angst and anger the Devs face from the player base. If you've never had the pleasure, just casually browse the official EQ boards sometime. Witness for yourself, the childish antics of people who can't enjoy EQ without extreme jealousies of everyone else's class and the endless paranoia that every class but their own is overpowered and they personally aren't getting enough.

It's challenging for many legitimate issues that deserve developer attention to even be addressed, when it turns into politicking for whatever when the majority of regular posters there would rather troll for their own cause than participate in a productive manner for the betterment of the game.

I just can't imagine a new class and the drama that would be caused if it had any significantly useful/interesting/powerful abilities. It would inevitably step on the toes of roles divvied out to existing classes and lead to balance work the Devs sadly will never have more time to devote to.
#5 Oct 06 2011 at 7:42 AM Rating: Excellent
There's a tremendous amount of difficulty already in class balance. Having another class would add more headaches than we have already. I'd much rather them put efforts into different kinds of specialization, for example a cleric could specialize in blood magic, divine magic or nature magic, but all 3 would get the same spells, just different names and different effects.

And better ways to visually customize of course.

Edited, Oct 6th 2011 9:44am by amastropolo
#6 Oct 07 2011 at 6:04 PM Rating: Good
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A new class or classes is only feasable if one accepts the retirement and/or merging of present classes. So rather unlikely...

Too many classes is basically the argument used from a dev standpoint for no new epics. Consider the pages of rants about "cookie cutter spreadsheet itemization" --adding a 17th class doesn't help that either.

WoW broke the "taboo race/class" barrier with their last expac... maybe EQ devs finally concede some new options.

Barring that, we're better off championing for a feature that they can sell in an expac. My attempt:

New combat bar with 5 gems on it. These 5 gems are activated via new AAs that allow you to multiclass. Multiclassing AA trees are carefully constructed to not create godmode, however, there is not reason to not allow a warrior to AA spec for casting temp as an AA ability on a reasonable timer. Or to allow tracking and various bow skills to other classes. Not every core ability of a class would be provided via these AA, but appealling stuff would.

If my chanter could track and use a bow... I'd play it for sure. Such a system even provides the excuse for a new tag on weapons "multiclassable" so that the bows usable by chanters (as per the example above) could be constrained within very specific content. Note that this could provide a revival of use of a place like Kunark if it was deemed the "multiclass gear source".

Anyways, a rough concept that would need tons of tweaking to work, but as likely as seeing a new class in EQ.
#7 Oct 08 2011 at 4:15 PM Rating: Decent
snailish wrote:
Too many classes is basically the argument used from a dev standpoint for no new epics.


That's not entirely correct. The devs say that they won't do epics anymore because of the time necessary to create the lore and the quests behind them is really significant, as much as creating an entire raid for each class' epic. They feel that the time is better spent on raids, where everyone can do them over and over, rather than having one class that does them once and the other 15 classes having no interest or ability to do the quest.

Having some new race/class options would be nice (though I didn't notice anything different from WoW besides the 2 new races they added.) Unfortunately, there are some inherent problems with that as well. Not all the character models can wear the correct armor (and may not have the proper animations either.) So that would create new problems and lots of complaints if you had a halfling wizard that couldn't wear silk or a high elf warrior that couldn't wear plate. We won't see any major changes here until we get new PC models.

I'd love to see some kind of specilization options, but multi-classing opens up a whole new can of class balance worms.

Edited, Oct 8th 2011 6:26pm by amastropolo
#8 Oct 08 2011 at 6:32 PM Rating: Excellent
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Did the zerker make sense?

It took about a year before they made sense. When they launched, they were kind of a joke.
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#9 Oct 08 2011 at 9:43 PM Rating: Decent
amastropolo wrote:
snailish wrote:
Too many classes is basically the argument used from a dev standpoint for no new epics.


That's not entirely correct. The devs say that they won't do epics anymore because of the time necessary to create the lore and the quests behind them is really significant, as much as creating an entire raid for each class' epic. [/sm][/i]


Did they really say that? That's kinda sad. The main reason I enjoyed EQ so much was the lore. I mean, sure, watching the screen for parries, dodges, and crits was INTENSELY rewarding...but yeah. Most of the reason was the lore. Luclin was a stretch. Everything since was ridiculous. Cept Ykesha, I liked that.

Jophiel wrote:
Grokl wrote:
Did the zerker make sense?

It took about a year before they made sense. When they launched, they were kind of a joke.


IIRC that's because they sucked as a class. Nowhere near Rogue DPS and no survivability whatsoever. I still liked them from a lore-perspective =(
#10 Oct 09 2011 at 10:09 AM Rating: Good
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They've missed the boats on the epics a couple of times.

Realistically, they just need to add 2 updates per expac (or even every other expac) for the epics:
1. A grouper-aimed quest stage that promote each epic to elite-quality grouper item.
2. An end-raid flagged quest that promotes the epic to end-game raider quality.

These updates could be the same task for all classes. The epicness remains in the full quest (that many have already done.

They'd be far wiser to keep adding single steps to all the cool old quests (i.e., ivy etched, newb armor, ring war, secret of the planes, BIC, etc.) rather than worrying that they need to create massive lines from scratch. Make me need the old content in a fun way again, especially if you (the devs) insist on not revamping it all.

-----

The armor model excuse is extremely lame. For example, erudites have leather models (and always have). Also, just using the Ykesha pirate models for the missing silk models would close most of the "gaps". OR... just make ogre, troll, etc. silk look exactly the same as leather (aka flag the leather model as silk for them).

Either way, minimmal dev time to overcome the "issue".

-----

WoW opened up at least one "taboo" race/class combo to promote some low-level replayability to go along with the 2 new races. Thurgadin heritage dwarves have knowledge of practically every class in the game --it's not a big reach to add many cool options.
#11 Oct 09 2011 at 4:22 PM Rating: Decent
Paradox wrote:
amastropolo wrote:
snailish wrote:
Too many classes is basically the argument used from a dev standpoint for no new epics.


That's not entirely correct. The devs say that they won't do epics anymore because of the time necessary to create the lore and the quests behind them is really significant, as much as creating an entire raid for each class' epic. [/sm][/i]


Did they really say that? That's kinda sad. The main reason I enjoyed EQ so much was the lore. I mean, sure, watching the screen for parries, dodges, and crits was INTENSELY rewarding...but yeah. Most of the reason was the lore. Luclin was a stretch. Everything since was ridiculous. Cept Ykesha, I liked that.


Yes. The epics are tremendously time consuming to do and right now, they prefer to spend that time on content more people can use.
#12 Oct 09 2011 at 4:25 PM Rating: Good
snailish wrote:
Either way, minimmal dev time to overcome the "issue".


Nothing is ever that easy. Especially with the way EQ is coded. The Ykesha pirate models are separate models (likely the armor is part of those models, and not on top of them).

If you flag the leather as silk, then they would get complaints by silk users who can't wear silk. I hold out hope that every expansion, they will release the long promised new character models. I still look to see if it's there, but not yet.
#13 Oct 10 2011 at 8:10 AM Rating: Good
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amastropolo wrote:


Nothing is ever that easy. Especially with the way EQ is coded. The Ykesha pirate models are separate models (likely the armor is part of those models, and not on top of them).

If you flag the leather as silk, then they would get complaints by silk users who can't wear silk. I hold out hope that every expansion, they will release the long promised new character models. I still look to see if it's there, but not yet.


-You're probably right on the ykesha models. So an ogre wearing a silk-look flagged item automatically has all it's armor convert to that one look... possibly even undyeable. Kind of like an illusion really. Shrugs... that's still arguably an improvement over now.

-I don't mean flagging the items. Silk users would have no issues as none of their items need to be modified. Leather folk would just have a bunch of people looking like them that aren't actually wearing leather. For example there are robes in the game now that non-silk classes can wear (but no graphic shows). I'm just saying for those particular instances the graphic would show as leather.

It's not creating any new coding at all, it is just copy/pasting the leather info for those races into the silk fields.

Considering they took the time in the past to make some silk items into turn-in conversions for a leather look (to work around this issue). I think they avoided the global fix because then they'd have years worth of posts asking for big race casters. Less hassle to pretend they can't fix it.
#14 Oct 13 2011 at 7:43 AM Rating: Decent
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I guess I should give my own opinion too. :)

Did the berserker class make sense? No, just added another melee dps class, imho.

Could a new class make sense. Well, maybe more than the berserker did. Lets look at the classes and the roles, roughly (group point of view):

Melee dps: rogue, ranger, berserker, monk
Caster dps: wizard, magician, necromancer
Tanks: shadowknight, paladin, warrior
Healing: cleric, shaman, druid
CC: enchanter, bard
Hybrid: beastlord

So it should not be a dps class. But perhaps a melee CC. How could that make sense? I don't know I ain't a developer, but a CC with melee instead of songs or spells. I know the berserker have some skills like that, but how often have you seen a berserker answering when a group is looking for a CC?
#15 Oct 13 2011 at 9:45 AM Rating: Decent

One problem is that it's difficult to put classes in a bucket so cleanly.

For example. Druid can also caster DPS. Shaman too.

SK and Paladin both are melee CC. Well geared and AAed ranger can as well (don't know about the zerker, assume they can too.)

Necro, wizard and mage can also CC as can Druids, rangers and shaman.

Beastlord are melee DPS.

Paladins can heal pretty well, especially group heals.

Things get very messy very fast when you consider the many roles that each can already do.
#16 Oct 13 2011 at 10:22 AM Rating: Good
In all honesty, I would like a new class. But being that the developers have a hard time balancing classes as they are already, I doubt a new class would be of any use. We have utility classes, hybrids, melee, healers, dps, etc. What other classes would you suggest making? How do you balance that new class among the others? Do you steal abilities from other classes and incorporate those abilities into the new class? Do you think it would outrage people if they did that?

Edited, Oct 13th 2011 12:23pm by missjackie
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#17 Oct 13 2011 at 2:58 PM Rating: Good
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missjackie wrote:
In all honesty, I would like a new class. But being that the developers have a hard time balancing classes as they are already, I doubt a new class would be of any use. We have utility classes, hybrids, melee, healers, dps, etc. What other classes would you suggest making? How do you balance that new class among the others? Do you steal abilities from other classes and incorporate those abilities into the new class? Do you think it would outrage people if they did that?

Edited, Oct 13th 2011 12:23pm by missjackie


Well said Missjackie... probably yes to all?


Steal from another game's concept (not implementation). warhammer has a class called "Disciple of Khaine" Eqing the concept they would be: ranger melee style dps + paladin healing from combat abilities (with some passive stand back and cast it healing), but semi-squishy with this one really strong (in the early levels of pvp) cc ability.

What semi-worked (at least when I played one) was the idea that the best healing came from being within melee range of the DoK as it was fighting toe to toe (but not tanking). That you got your heals as the DoK did damage to the mobs.

BUT... it's probably better to just streamline the development of the existing classes into more distinct roles. They might have been on the right track with auras if they hadn't overlapped so much, or mostly been of mild benefit.

Give rogues the healing+ to all fighting in their melee range... and make it significant... rogues become a commonly boxed class. I kind of wish they'd get a bit more creative with it.

Oh... and let rangers gear up to be range attackers again as one playstyle choice. These discussions end up so derailed :)

Edited, Oct 13th 2011 4:59pm by snailish
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