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Dev(s) classes

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Telen
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Re: Dev(s) classes

Post#41 » Wed Dec 13, 2017 12:34 pm

Osred wrote:The thing about new classes is that they need to have their own unique armor sets and art provided for them. Seeing how the devs are having to rely on solely assets already in the myp files, actually getting them to feel unique is going to be a ball ache, not to mention a whole host of balance issues. I doubt as players we'll ever see them.
Do they though?
Beastmaster could have DoK models and WL animations.
Phoenix Guard could have SM models and BG animations.
Hammerers could have Ironbreaker models with a mix of IB and Slayer animations.
Goblin Fanatics could have Shaman models but SH melee animations.

Mixing assets and animations you could do alot if you pick generic TT units. Which the current classes are anyway,

Balance. You just mirror the opposite factions pseudo mirrors. As there are no real mirrors it would make balance better anyway.
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Osred
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Re: Dev(s) classes

Post#42 » Wed Dec 13, 2017 1:52 pm

Telen wrote:
Osred wrote:The thing about new classes is that they need to have their own unique armor sets and art provided for them. Seeing how the devs are having to rely on solely assets already in the myp files, actually getting them to feel unique is going to be a ball ache, not to mention a whole host of balance issues. I doubt as players we'll ever see them.
Do they though?
Beastmaster could have DoK models and WL animations.
Phoenix Guard could have SM models and BG animations.
Hammerers could have Ironbreaker models with a mix of IB and Slayer animations.
Goblin Fanatics could have Shaman models but SH melee animations.

Mixing assets and animations you could do alot if you pick generic TT units. Which the current classes are anyway,

Balance. You just mirror the opposite factions pseudo mirrors. As there are no real mirrors it would make balance better anyway.
More visually what do they actually have available to work with without relying on armor already available to other classes. If you give them armor from another class you mess with the whole class sillouette. The one thing WAR did very well is class art design, you can pick what class is what a hundred feet infront of you easily and that needs to be maintained. Its part of a reason why Hammerers were replaced by Slayers, they looked too similar to Ironbreakers. Slayers on the other hand are imo the most easily identifiable class in the roster.
Osri - 40/79 - Runepriest
Osarion 40/82 - Swordmaster
Osgrim 40/74 - Ironbreaker

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Achilleos
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Re: Dev(s) classes

Post#43 » Wed Dec 13, 2017 1:55 pm

They could mix up armor from different classes, which could somewhat help to create a distinguished look.
Also they could use some NPC exclusive outfit pieces to use on new classes only... maybe that is the secret reason we don't have appearance vendors yet. :D
Xelodai Stormrend

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GodlessCrom
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Re: Dev(s) classes

Post#44 » Wed Dec 13, 2017 2:02 pm

Meh, devs will do as they do but I would rather see current classes balanced before new ones added. Yeah yeah, their server I know. Much as I would enjoy Hammerer, I think 24 different classes is hard enough to balance as is while maintaining class identity.
Rush in and die, dogs - I was a man before I was a king!

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BrockRiefenstahl
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Re: Dev(s) classes

Post#45 » Wed Dec 13, 2017 2:23 pm

Collateral wrote:Hm, I always thought that ib called Grimnir was you :P
Yes me too :-P but he isnt.

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Telen
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Re: Dev(s) classes

Post#46 » Wed Dec 13, 2017 2:39 pm

GodlessCrom wrote:Meh, devs will do as they do but I would rather see current classes balanced before new ones added. Yeah yeah, their server I know. Much as I would enjoy Hammerer, I think 24 different classes is hard enough to balance as is while maintaining class identity.
You have 24 classes to balance anyway. You could just mirror them properly. The benefit being you get rid of the faction imbalances. Which were a nice idea but I think makes it far harder to balance around. Non mirrors might fit in better in 3 faction mmos where its rock paper scissors but in a 2 faction one its just another imbalance.
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Grunbag
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Re: Dev(s) classes

Post#47 » Wed Dec 13, 2017 3:54 pm

Engi , IB , Slayer , SQuig herder.

I have a choppa at t1 .
Grunbag - 40 - 33 Squig Herder
Skorri - 40 - 65 Engineer

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Rozackroo
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Re: Dev(s) classes

Post#48 » Wed Dec 13, 2017 5:31 pm

Yaliskah wrote:Zealot (desesperately trying every 2 weeks to play it DPS... ...less than 30 minutes before rebuilding it) , Sorc, WE.

No serious order characters (the higher is 30 or 31 since months...).
What are you trying to play aoe zerg dps zealot (left/right tree) or single target small (6) grp zealot (left/middle tree).

I find aoe zealot already works quite well while witchcraft is still lackluster the slow on ravenstorm is a nice to have thing but was not really needed. Witchcraft certainly needed other buffs.

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GodlessCrom
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Re: Dev(s) classes

Post#49 » Wed Dec 13, 2017 5:33 pm

I seen Lortie murder folks as dps zealot. In pug/solo roam but nevertheless, it can work if thats your goal.
Rush in and die, dogs - I was a man before I was a king!

Egoish
Posts: 149

Re: Dev(s) classes

Post#50 » Wed Dec 13, 2017 5:38 pm

Lortie's SC/6m dps spec is quite none standard however, i'll not reveal his build as its not my place but i was surprised at what he ran when we chatted about it.

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