Bretonnia and Vampires

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Volaous
Posts: 12

Bretonnia and Vampires

Post#1 » Sun Apr 06, 2025 5:46 pm

During a stream earlier I managed to ask a few questions regarding what is and isn't possible with the game currently. As it turns out creating new classes is at the very least possible so It got me wondering. With the game being alive as long as it has been and with it never getting a full proper expansion why not make one? This alone would be great for publicity and would help spice up the entire game. (I remember publicity was another thing mentioned that the team wanted help with)

The idea: four classes for each one just like we have no with the game but add them one at a time in the test realm so we can balance them as they get developed. Release both factions together and pitch them into a battle against each other that also includes a new scenario, RvR zone, and a new dungeon. But also add in mounted combat for specific classes (this may not be possible but who knows)

Brettonian classes: focused around AoE buffs and zone denial

The Grail Knight, this class would functionally be the Paladin archetype focused around tanking but also healing allies. In the lore of course the knights are all devoted to specific things so make the 3 mastery trees all focused around a different devotion which alter playstyle. The Knights of Parravon, devoted to tanking and also killing other tanks (Sword and Shield class built around breaking frontlines), Companion of Quenelles, damage focused build that inspires allies each time they participate in a kill. Knights of Le Marechal, focused on speed buffs and damage buffs for allies by using various Warhorn abilities (make this the mounted archetype)

The Battle Pilgrim: The Melee DPS archetype that also focuses on party-wide buffs (their religious fervor is contagious basically). Build them around getting stuck into fights and becoming more dangerous the lower health they get. The three Masteries would be devotion based again (sense a theme?) the first being martyrdom where it leans into the concept of higher dps the lower your health is. Second would be all about inspiring allies to fight better with large buffs but in short burst, a constant dance of popping AOE buffs for everyone and playing around your Cooldowns (these could be very fun to use in siege battles and could lean into fun coordinated pushes), and the third mastery is somewhere in the middle. It would focus on survival mostly to spread the good word of their faith but also offer a few minor buffs to allies.

The Grail Damsels: In lore these woman are powerful mages and priestesses so allow them to be both mage and healer. Squishy but great at what they do and they are focused around Heal over time skills. The First mastery is Fae Enchantress, where they are focused on heals and CC with powerful spells but at a cost (in the lore the Fey Enchantress enters pacts with young rash knights and offers them boons but if they fail they are punished by the magics). Not all of the spells should have draw backs but some of the powerful ones should be used situationally adding a layer of thought to the gameplay. Second would be a nature focused mage class, they act as the standard druid dps casting DoTs and area denial abilities. The final one would be Priestess of the Lady and this would be the most straightforward mastery focused on picking a champion and focusing their attention strictly on that person offering damage mitigation, heals, or damage buffs while also having knock backs and lockdowns to help them challenge their targets. (could be interesting but also imbalanced so open to suggestions for sure.)

The Man-At-Arms: A ranged/melee hybrid class that uses poisons and traps to shift the battlefield. This is your standard peasant/infantry troop used by Bretonia. They benefit the most from playing in groups and get bonuses based on how close to other players they are since that is what gives peasants their strength. The Masteries are obvious for this one where one is focused on range gameplay called Bowmen of Bergerac, this ranged class offers stealth and burst damage from afar dealing big damage when breaking stealth. Anglinus's Valiant, focused on melee, zone denial, and slows (in lore they are used to stop cavalry charges). Kharmourt's Blades focused around leadership, this class hits hard by wielding a greatsword and stacks compounding buffs to anyone around them.

The concept in my head for Brettonia is built around buffing allies and battle fervor. They have so many Auras on tabletop I really wanted to try and bring that into the game. Obviously tweaks and changes have to be made but I think it could really offer some cool unique playstyle options especially if mounted combat could be added. (fun idea have mounted classes CC the first target they hit while mounted to recreate a cavalry charge without being too busted.)

Vampire Classes: Focused on minions, self sustain, and also ranged damage

The Blood Knight: A tank built strictly around self sustain that drains life from others to survive.
The first mastery would be Blood Dragon, built around single target damage and lifesteal allowing them to sustain themselves in combat while also Aura that drains life from nearby enemies slowly. Knights Cavalier, would be a mount focused class made to break frontlines with AoE Knockbacks and high damage mitigation in bursts to survive the initial charge. Dread Lord, this is a debuff based class that specializes in terror, they would have multiple abilities that reduce enemy damage and healing received.

The Necromancer: A minion based class that can either overwhelm with numbers of weak minions or focus on larger more powerful minions.
Lord of the Legion, focused on summoning multiple pets at once this class can create ranged minions and also melee focused minions with up to 5 at a time. However these minions are not permanent and are rather frail but scale off of intelligence and wounds for survivability. Curse Bearer, focused on reducing enemy healing received and also draining the health of enemies to heal allies. Master of Flesh, would be the final mastery focused strictly on one powerful minion. They could alter the minion and turn it into a tank to break frontlines, a ranged DPS to harass, or even a stealth minion to sneak into backlines without players noticing. Their M4 ability would summon an undead dragon for a limited time (I just think this would be damn cool)

The Vampire Gunner (Vampire Coasts): A ranged-focused class built all around gunpowder and sustained ranged DPS.
Gunnery Wright, is a sniper Mastery focusing on long-range burst damage. They are built around dealing high damage to backline characters making them excellent at sieges but they must remain stationary to deal burst damage. Deck Gunner, focused around long-range AoE attacks. The Handgunner, built around being right behind the frontliners this mastery focuses on sustaining ranged DPS and poison-based DoT attacks.

I have no idea what the forth class could be here but I know for a fact there can be something. My hope for all these ideas was to create something that would allow the devs the option of adding fresh new content while being able to do so without having to make entirely new animations and weapons. All of this is without a doubt a tall ask but it's fun to offer suggestions in hopes that something will be used in development. But if any of these ideas seem interesting I'd love to read what your thoughts are!

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Oldpine
Posts: 21

Re: Bretonnia and Vampires

Post#2 » Tue Apr 08, 2025 12:28 am

This is a fun idea, but I think that’s the issue.

There’s dozens of fun ideas out there, and yes expanding the game would be great for new player attraction as well as retention, but….

Do you have any idea how many 1000s of man hours you’re talking about here? And don’t forget that’s unpaid labor by people that enjoy playing the game and oftentimes have their hands full rolling out new events/dungeons/cosmetics that they’ve been adding over the years.

You’re talking about an addition that would be a DLC from a for profit studio.

This game is an amazing backyard party with a band and free food and drink, and you’re suggesting it needs a roller coaster and maybe bowling alley.

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Reivren27
Posts: 89

Re: Bretonnia and Vampires

Post#3 » Tue Apr 08, 2025 9:44 am

In this case, it is impossible, because such things should be done by a whole team of professional developers. Who will make new animations for classes? Who will make new special effects for abilities? Who will make completely new armor and weapons? Who will monitor the balance so that all new classes organically fit into the synergy with the existing ones? We have to be realistic and understand that this will never happen here.

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Rabenfeder
Posts: 31

Re: Bretonnia and Vampires

Post#4 » Tue Apr 08, 2025 3:28 pm

Although I also consider its implementation nearly impossible, I'd still like to evaluate the idea.
It's not bad in principle, but I would suggest only one healer and one tank class per race.
The Grail Knight, for example, shouldn't have any healing abilities. I like the mix of undead with vampires, necromancers, and the Vampire Coast. A model for the healer class here could be the Disciple of Kaine. Visually, it's not far removed from the vampire, and the Disciple of Kaine was just a trick anyway.

If you want to go more Chaos, I'd also consider Skaven or Chaos Dwarves. Chaos Dwarves, in particular, could be a complete evil copy of the regular Dwarves, with a fire mage.
For order, you could also use Wood Elves or Kislev; they already have classes that wouldn't require much redesign, and the ice spells of Dark Elf wizards are quite suitable.
So if you want to use something that already has effects, why not?

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Volaous
Posts: 12

Re: Bretonnia and Vampires

Post#5 » Wed Apr 09, 2025 9:17 pm

Im glad to see a few replies to the post! I do understand that this is a pipe dream concept but I also don't think it's too far from the realm of possibility. A lot of animations and base models could be interchanged and used for the new class concepts. Bretonnians at the end of the day are just humans but Vampires would be a bit harder however they could also use human animations as placeholders. Of course, we'd want to see new animations and models entirely but as a starting point a lot of this could be done with what we have already.

There is also a PvE team actively creating new zones and dungeons and new enemies to fight, so the environmental side of things could be done in theory. I also think that while a full-scale expansion/DLC would be best for something like this, drip-feeding it into the game could also work, with a new class added every few months.

With all that said I also know it's not impossible after they specifically said on stream that they can currently add new classes and skills to the game but it's simply a matter of "is it wanted and worth it?" So if these ideas (or the concept at the least) sound good and we let them know we want it maybe we could see something in the distant future?

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Rabenfeder
Posts: 31

Re: Bretonnia and Vampires

Post#6 » Fri Apr 11, 2025 12:14 pm

Exactly, some things are feasible, but not everything. To simplify things, I would examine what could be used without inventing too many new things.
Then, you could create classes or factions based on that.

Regardless of what is, will be, and could be, I generally think new, creative ideas are always good. It rarely hurts to accept a different opinion or explore new paths.

Dackjanielz
Posts: 326

Re: Bretonnia and Vampires

Post#7 » Fri Apr 11, 2025 1:53 pm

my vote is for Ogres - they're already modeled in game with several weapons and armour etc, add them to order to give them a "brutish" race.

Then next logical would be Skaven for destro, as they're already part way in.

[ Pipe dreamin of course ]

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Skullgrin
Posts: 855

Re: Bretonnia and Vampires

Post#8 » Fri Apr 11, 2025 6:25 pm

It's been a while since I've seen one of these threads.

I posted my crazy ideas in this one years ago.

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I say to hell with balancing everything, just let Chaos reign!
:lol: :P :lol:
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Thargrimm - Chosen 40/89
Thargrimmm - Ironbreaker 40/80

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Volaous
Posts: 12

Re: Bretonnia and Vampires

Post#9 » Sun Apr 13, 2025 8:19 pm

I just wanted to add on here in regards to mounted combat. There is currently mounted combat animations already in the game. After seeing this i really dont think it would be too far out of the realm of realisim to ask for this feature to be added in small incriments.

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