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Character Redundancy?
Mackey
#1 Posted : Monday, January 9, 2012 10:50:53 AM
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This may be a nuance that will reveal itself later when I get deeper into the game, but I'll ask anyways. It's not clear to my why I'd want to make a Priest if I have a Sage and/or Samurai and/or Paladin. Or why have a Ninja or even a Hirebrand if Samurais can do the job? It seems like you could play just fine using just a couple of classes. Or am I missing something? Do all the extra classes just add color and texture to the game, or are they strategically important?
John Gaby
#2 Posted : Monday, January 9, 2012 12:29:58 PM
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The reason you would create the lesser classes (e.g. Hirebrand, Priest, Mage) is that they level much faster than the premium classes (e.g. Ranger, Paladin, Samurai), and they are easier to roll. Often people will start with the lesser classes to get the hang of the game and then add the better ones later. Personally I generally stick with Mages and Priests even later in the game because I can get them to a much higher level in the same amount of time. My current top level party consists of 2 Samurai, 2 Mages, 2 Priests, and a Thief.

Note that the Samurai ARE a bit overpowered. At high levels they are killing machines. No other melee class even comes close (and they can throw Priest spells to boot!).
Mackey
#3 Posted : Monday, January 9, 2012 1:49:29 PM
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Looking at Snafaru's Item List (thanks for that, Snaf!!), I noticed that there are very few (less than 10?) items that are specific to a single class. I also saw you mention 70+(?) more items coming up. Are there any plans to use item restrictions to specialize the classes more? Or base item use on specific stats? IMO it adds more intrigue to the game when the player has to make those sorts of choices. They might have to take a "lesser" class character in order to use a superior weapon.

Also, I saw in the beta notes that Fireball, Lightning and Ice Storm(?) will now be ally friendly. (Cloud Kill was not mentioned. Has that one been adjusted as well?) I was thinking (as I kept frying my party) that a nice "fix" would be to just to damage to the characters in front of the caster. That would be logical since if they're between the caster and the target, they'd get hit, but anybody behind the caster would be out of the way and therefore safe. It would add a bit more to the "action" aspect of the game, since in order to use the spell the player has to shuffle the party members around to make sure the vulnerable characters are safe. I'm actually quite enjoying the timer feature as compared to the original turn-based version. The cerebral aspects (strategy, planning, preparedness) are still there, but now with the added element of speed and skill.

John Gaby
#4 Posted : Monday, January 9, 2012 2:52:37 PM
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Mackey wrote:
Looking at Snafaru's Item List (thanks for that, Snaf!!), I noticed that there are very few (less than 10?) items that are specific to a single class. I also saw you mention 70+(?) more items coming up. Are there any plans to use item restrictions to specialize the classes more? Or base item use on specific stats? IMO it adds more intrigue to the game when the player has to make those sorts of choices. They might have to take a "lesser" class character in order to use a superior weapon.


There are a lot more than that (there are very few race based restrictions, though). All of the weapons and armors are class restricted as are many of the magic item that have powers. They do not necessarily make the lesser classes more attractive, however.

Mackey wrote:
Also, I saw in the beta notes that Fireball, Lightning and Ice Storm(?) will now be ally friendly. (Cloud Kill was not mentioned. Has that one been adjusted as well?) I was thinking (as I kept frying my party) that a nice "fix" would be to just to damage to the characters in front of the caster. That would be logical since if they're between the caster and the target, they'd get hit, but anybody behind the caster would be out of the way and therefore safe. It would add a bit more to the "action" aspect of the game, since in order to use the spell the player has to shuffle the party members around to make sure the vulnerable characters are safe. I'm actually quite enjoying the timer feature as compared to the original turn-based version. The cerebral aspects (strategy, planning, preparedness) are still there, but now with the added element of speed and skill.


The Fireball, Lightning Bolt and Ice Storm spells will not injure your party in version 2.0, but they will now only attack a single monster group. The higher level versions will continue to attack all monster groups.

As a side note, in version 1.x, the damage done to the party by a fireball diminishes as you move back in the party. So if you put your most vulnerable players at the back they will be hurt the lease.
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