Class Switching


  • registered

    Well, would the alignment restrictions remain in place? Ie, would wizards be good and neutral only? I mean, wasn't that only for the class->subclass system? Also, the subclasses would need to be looked at closely and PROPERLY balanced so not one single subclass has too much power. Otherwise, you'd have people choosing wizard+sorceror and having so much power it's pathetic. PK would be an ever bigger joke than it is now. That's my two cents.

  • registered

    Also, I'd like to see hp modifiers for the subclasses taken. Something like: +50 hp, -75 mana, +25 stamina for each warrior class +25 hp, +25 mana, -50 stamina for each cleric class -50 hp, +75 mana, -25 stamina for each mage class +25 hp, -50 mana, +25 stamina for each thief class Just examples, but you get the idea. Gives a bit more variety in stats so everyone doesn't end up the same.


  • it sounds like a good idea but…would people who have already put years of work into their char completely LOSE everything they've already worked their asses off for?

  • retired

    * You wouldnt lose any hp, mana, etc from switching subclasses. the only thing you would lose is the stuff specific to that subclass (skills, spells and possibly the +2 stat bonuses) * Nobody would have to switch or be compelled to. I.e. you wouldn't lose anything (except skills that you wern't supposed to have in the first place, like some of the wizards having silence and what not). Xev, I can definitely see your point. However keep in mind that this is somewhat self balancing in a way… That is you can go 2 mage classes, but you HAVE to give up a cleric, a thief, or a warrior altogether, and it would also limit your choice of remort subclasses (the remort class limits would still be in place). I don't know if we'd have align restrictions still. I doubt they would be as stringent. I'm not too sure at this point :P Once again keep in mind this is just an idea for discussion. I'm not saying we're going to add it, I just wanted to hear some (civil) discusison about its pros and cons. So please refrain from freaking out at possible bad implications... just list them here so we can look them over.

  • registered

    i wasnt really freaking out, just wanted to know :D

  • registered

    I think this would be great and could allow for more specialized characters.. only two things. I agree with Ith that stat bonuses for classes would be really good. Although I think I'd change the numbers a tad, it would also help my second point a lot. Sort of in line with that, perhaps characters should be a bit more proficient at what they go multiple classes for? i.e. a person who goes 3 warrior classes could do more damage than someone who only went 1 and 3 mage classes. Because the skills from warrior classes especially overlap greatly, and I'd really enjoy making a character who was like a highly-trained combat specialist. I mean, a person who has had training in 2 or 3 different types of combat should be able to do more damage than someone who has only learned one. In the same vein, someone who goes 2-3 mage classes should cast much more consistently and perhaps have a few spells be more potent, and a person who goes 2-3 thieves should be able to steal much easier, quicker, and from higher-level victims. Addendum: If this was implemented, I think I'd actually make an alt. Yes, __I__ would actually make an alt.. a scary thought, but possible.

  • registered

    And with this you could make more specialized parties to complete more specialized quests. Have a party with a thief, a mage ..one character of each class ..to accomplish one task. It would be nifty

  • registered

    I really like this idea, but the problem I see is that many of the skills/spells are overlapped by classes. If more of them were specific to just one class instead of all classes it would be worth it to give up a class.

  • registered

    I sincerely want this to be implemented ASA-freaking-P. Syn, if you need any help coding or anything, or any help with balancing or testing stuff, I would really like to help in any way possible. I do have a little experience with C and C++.. though unfortunately I know the game's in C and my C++ stuff is useless there.

  • registered

    I have suggested something like this for years. The only exception I see is the lost of practices. If people could be credited for the practices that would be good. I also agree that the cross over spells and skills need to be taken out and the sub-classes made much more solid. Still the classes do need to be worked on and several brought up to snuff. I would love to see someone go all warrior or mage but also to balance the two put in a VULNERABILITY/RESISTANCE system. If you go too much to one class your going to suffer a shift in the balance. If you go all warrior you have a % of vulnerablity to magic and for a mage you have a % of vulnerablities to weapons. Well you get the idea. If you keep to a balance of sub-classes your Vul/Res are milder. It would be nice to see all the combos and give them titles. I would gladly do up charts for it all. Grin

  • registered

    I think instead of the vulnerability/resist system you suggest, which could be quite viable, a system like I suggested before would be better.. it's somewhat the opposite; if you go more than one of a type of class, you get stronger in that profession… for more explanation, refer to my earlier post.

  • registered

    ~~@Darigaaz:~~ > I think instead of the vulnerability/resist system you suggest, which could be quite viable, a system like I suggested before would be better.. it's somewhat the opposite; if you go more than one of a type of class, you get stronger in that profession… for more explanation, refer to my earlier post. Still if you don't have or are limited in one profession there should be some kind of vulnerablity. If a person goes all warrior they are not (other than with weapons and potions) going to have much defence against someone casting magic.

  • newly_registered

    How long has the current mage, theif, etc thing been working? Yeah it does limmit a lot of stuff but it helps make the game more balanced, I think some classes are a little too screwed up and need fixing, such as the necro, and i think there should be hand to hand weapons like iron knuckles etc. But over all the system we have now helps create balance. The warrior classes are balanced, they make it hard to chose because they all have good qualities. Mage classes are kinfa favored to druids for the enchant ability from what i am seeing, but some people still branch off. Sorcerred and Wizards are good but other than drain life and if you want to be nice the resorect spell, necros need some work from what i see. And I don't really go to far into the thief classes but bards have some dealdy songs, and at an early level they can REALLY do some damage fast with the dispel song. I ahve never used them though so I don't know how they work. In conclusion I think that sytem works and I like it the way it is.

  • registered

    I also think the current system works relatively well and certainly isn't __bad__ now. However, the way it is, __everyone__ has __everything__; everyone has heal, everyone has blind, everyone has all 4 types of classes and we're all very similar in skill sets. I want to see characters get specialized in one area. This allows for much more diversity, and adds vastly more, I think, fun to the game. Just think if in real life everyone was the same, or at least like 80-90% the same; life would be absurdly boring.

  • retired

    I think the response has been positive so far. This has pretty deep implications, so I'm not going to implement it until I'm ready (i.e. I'm not going to work it into this next update, but I will definitely look at implementing it thereafter). I'm polishing up the new version and it's looking better and better. Thank you all for your feeback. Dari, I agree with the need for variety. I think it's really bland when everyone has heal/blind etc- I think the complexity that would arise from having truly diverse class choices would be much better for game dynamics and PK as a whole. I've gotten the feedback I need on this topic so far, so I'm gonna un-sticky it but leave it open in case anyone wants to add anything else. I'll dig it back up when I start working on this, which won't be for a little while… but it's still open for discussion. In the meantime please comment on my other post about mage spells 8)

  • registered

    If subclass changes are going to be made, I think that there would need to be an adjustment to skills. A three class warrior should have an advantage over an all single class person. First class warrior should see easy to use weapons such as dagger, sword, staff and exotic. I say exotic because it really could mean just anything you pick up and use as a weapon. Be given dodge, second attack and other minor skills, save the magical items usage. This sort of treatment should used across all classes. A one class mage casting fireballs and such just doesn't make sense to me. Or a first class thief blackjacking and slitting people. As stated somewhere else, I have always been a proponent of giving hidden skills and spells to the specified class. For example, a third class cleric could gain a spell called heaven's wrath, that would not be a known skill until they reach the right level and class requirement. Or disguise for the four class person, which would in effect be a shift type skill. They could disguise themselves to be a mob of the area they are currently in. Due to the generalization of their skills, they are better adept at being able mimic their surroundings.

  • registered

    I didn't see anyone mention to rp factor about all this. If you think about it like you said everyone has all four classes as it is now. You and a friend play and one could solely be a spellcaster whereas the other solely a warrior/thief classes and it would make interesting forms and add a little bit or a lot to the playing experience. I think it would encourage people to form. After all someone who is all mage or warrior is not going to go kill some supermobs solo with just one set of classes. I don't know if i explained it right but I tihnk you guys understand. Just think of the rp it could encourage

  • registered

    This is by no means complete, balanced, anatomically correct or anything like that. It is meant to display what I had meant from my previous post. Some adjustments were made as stated. It is also based on that there will still be three classes per class, with an open ended fourth. feign - This skill I took away from classes because I feel that it should be more of a vampire or lich skill. I could see it as a thief skill healing hands - This skill I took from mage class since the help file says it is a cleric spell light shroud - Due to their holiness, I took this from the mage class as well and gave it to cleric enchant armor - Being as they are good with the arcane, mages should naturally get this enchant weapon - See enchant armor enchant artifact - Not a spell, but should be for mages. Allows them to enchant jewelry and artifacts. Third class spell. scrolls - Due to their magical nature, clerics and mages get this early. Thieves, after having spent time around such things, pick it up late in their career. wands - Too magical for anyone but mages to understand how to use. staves - Given to clerics and mages for their arcane abilities. recall - remove the move cost from word of recall and leave it on recall [global skills]: hand to hand recall single weapon style [mage skills]: First class: armor burning hands cancellation chill touch colour spray dagger faerie fire infravision magic missile quarterstaff scrolls shield shocking grasp stone skin weaken Second class: acid blast blindness charm person control weather death grip dispel magic earthquake energy drain entrap fireball fireproof fly giant strength haste lightning bolt locate object lore inferno invisibility pass door sleep staves summon wands Third class: afterburn animate dead chain lightning channel dispel room electrical barrier gate improved invisibility kill mass invis nexus raise dead room shield silence slow starflare summon web [cleric skills]: First class: armor bless cause serious continual light create food create rose create water cure serious detect hidden detect magic dodge fireproof flail mace meditation quarterstaff refresh scrolls spear underwater breathing Second class: brew call lightning cause critical create spring cure blindness cure critical cure disease cure poison detect invis dispel evil dispel good earthquake flamestrike fly identify kicking lore martial arts reverie scribe skull staves stone skin Third class: blindness calm catch control weather cosmic blast counterspell curse deep trance demonfire dirt kicking enchant armor enchant weapon frenzy harm heal healing hands holy word light shroud mass healing plague poison remove curse sanctuary summon third eye word of recall [thief skills]: First class: blackjack dagger dodge enhanced damage hide pick lock scan sword Second class: acrobatics backstab crossbow detect traps haggle peek sneak steal Third Class: circle envenom hunt lore second attack slit throat [warrior skills]: First class: axe bash dagger dodge fast healing kick mace second attack spear sword Second class: archery bow dirt kicking enhanced damage polearm rescue shield and weapon style shield block third attack two-handed weapon style whip Third class: circle disarm dual wield exotic fourth attack intimidate mount and weapon style parry scrolls

  • registered

    Personally, I don't feel being able to go multiple mage classes would work well. It would give people the option of choosing their classes better, but it could also make out for some really shitty characters too, and then the people would just complain about that. I went these classes and no cure blind! how could this be! I'll hafta throw in a no vote for this one. The 4 class idea has worked well so far. Maybe make specializing in a certain field part of the Guru aspect? nobody has talked about Guru much lately.


  • Being able to pick any class whether its one of each or 4 mage classes is a pretty cool idea. However if the good spells/skills are removed and saved only for multiclasses of the same type of class, where you'd get the best stuff if you go all the same class type, I don't think it would result in a lot of good characters. If you went all 4 classes in 1 type, you'd be good at 1 thing. If you wanted a balanced character and chose 4 different types of classes, you'd end up being good at nothing.

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