Post by xenakis on Sept 11, 2015 14:37:08 GMT
Greetings. I feel that there are many things that could be discussed about the different classes in Domdaria. Bear in mind that so far I've mostly been leveling a Fighter and may not be aware if there are major differences with the other 3 classes.
Classes
The actual classes are Fighter, Sorcerer, Dominator and Templar, with Thief, Druid, Necromancer and Shadowknight marked as Coming soon. I think it's important that each class has enough specificity to make players want to play any particular class. If two classes are too similar, it becomes uninteresting for the player to make one character of each. With that in mind, I think those 8 classes are a good start for diversity and good playability. Let me talk about the abilities a bit, and I'll return to the actual classes after that.
Abilities
It took me a little while to get used to it, but I think the Abilities are a rather nice concept after all. Here are some related thoughts.
There currently are some abilities working in "lines", in the sense that you have to unlock Ability 1 before you can unlock Ability 2, and so on. I think this should be used much more. The ability trees currently have 3 sections each, with the character's level being the main restriction for unlocking abilities. What this does is that as the player progresses, they will look at the different abilities and start to pick whichever skill they can that fits with the character they want to have. The player's choices can lead to different "builds", different types of characters for the same class. I think this is great, although it opens the doors to unorthodox builds where a brutal frenzy-fueled barbarian-like fighter will also be a pro of sneaking around. To me, this makes absolutely no sense.
The possibility to respec (reinitialize ability points) was discussed elsewhere and the details related to respecs are not my greatest concern right now, although it does have an impact on how the whole Abilities' system works out.
Here's an idea on how this concept could, in my opinion, be improved.
With the actual 3 sections of abilities per class, I think it could be nice if 1 remained a group of general class-related abilities, while the other 2 would each have abilities related to a specific build. Those build-specific sections would be mutually exclusive, the player would need to choose which one they want to spend points on. The fighter, for example, could keep a general section with basic fighter skills, passive stat-increasing abilities and things like that, and then have 1 section with Barbarian-like abilities (Rage, Cries, Charge, etc.) and the other with a more Knight-like ability tree.
Builds
Ideas.
Fighter : Barbarian (brawler) / Knight (1v1 abilities)
Sorcerer : Aggressive caster (magic dmg) / Support (buffs for the whole party)
Dominator : Haven't played with Doms enough to think of something nice.
Templar : Tank (HP+Armor) / Healer
Thief : Sneaking Thief (By the time you realize you were robbed, the thief is gone) / Assassin (It will steal your money. By killing you.)
Druid : Tamer (Charm all the animals!) / Morph (Shapeshifting abilities)
Necromancer : Undead Raiser / Plague-Poison-Leech-stuff
Shadowknight : Unsure.
So yeah, players would still have lots of options, it would add diversity to the game and would actually help players getting a clearer idea of what their character is and how it can be played.
Thoughts?
Classes
The actual classes are Fighter, Sorcerer, Dominator and Templar, with Thief, Druid, Necromancer and Shadowknight marked as Coming soon. I think it's important that each class has enough specificity to make players want to play any particular class. If two classes are too similar, it becomes uninteresting for the player to make one character of each. With that in mind, I think those 8 classes are a good start for diversity and good playability. Let me talk about the abilities a bit, and I'll return to the actual classes after that.
Abilities
It took me a little while to get used to it, but I think the Abilities are a rather nice concept after all. Here are some related thoughts.
There currently are some abilities working in "lines", in the sense that you have to unlock Ability 1 before you can unlock Ability 2, and so on. I think this should be used much more. The ability trees currently have 3 sections each, with the character's level being the main restriction for unlocking abilities. What this does is that as the player progresses, they will look at the different abilities and start to pick whichever skill they can that fits with the character they want to have. The player's choices can lead to different "builds", different types of characters for the same class. I think this is great, although it opens the doors to unorthodox builds where a brutal frenzy-fueled barbarian-like fighter will also be a pro of sneaking around. To me, this makes absolutely no sense.
The possibility to respec (reinitialize ability points) was discussed elsewhere and the details related to respecs are not my greatest concern right now, although it does have an impact on how the whole Abilities' system works out.
Here's an idea on how this concept could, in my opinion, be improved.
With the actual 3 sections of abilities per class, I think it could be nice if 1 remained a group of general class-related abilities, while the other 2 would each have abilities related to a specific build. Those build-specific sections would be mutually exclusive, the player would need to choose which one they want to spend points on. The fighter, for example, could keep a general section with basic fighter skills, passive stat-increasing abilities and things like that, and then have 1 section with Barbarian-like abilities (Rage, Cries, Charge, etc.) and the other with a more Knight-like ability tree.
Builds
Ideas.
Fighter : Barbarian (brawler) / Knight (1v1 abilities)
Sorcerer : Aggressive caster (magic dmg) / Support (buffs for the whole party)
Dominator : Haven't played with Doms enough to think of something nice.
Templar : Tank (HP+Armor) / Healer
Thief : Sneaking Thief (By the time you realize you were robbed, the thief is gone) / Assassin (It will steal your money. By killing you.)
Druid : Tamer (Charm all the animals!) / Morph (Shapeshifting abilities)
Necromancer : Undead Raiser / Plague-Poison-Leech-stuff
Shadowknight : Unsure.
So yeah, players would still have lots of options, it would add diversity to the game and would actually help players getting a clearer idea of what their character is and how it can be played.
Thoughts?