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Thread: 2 of 5. Proposed Class Changes

Created on: 10/10/09 07:52 PM

Replies: 3

Colleen Marjeta


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2 of 5. Proposed Class Changes
10/10/09 7:52 PM

Erie RPCS Proposed Changes: Classes
2 of 3

Erie Classes

The Classes require less changes, but raise some big questions. We have to be careful though, since changes could adversely impact already created characters more so than other changes. My focus is mainly on nc 3, the proposed changes to the Powers. However, there are a couple fairly important philosophical questions it may be worth raising here.

1. Buying powers. One problem we are going to run into with balancing powers is the ability to purchase others. Here is why: one way to balance powers is to give different classes different kinds, and force them to match up based on different styles. This is very realistic, happens all the time in MMA, striker vs wrestler, etc. So, for example, only a couple types of characters should get the extremely powerful regen skills, ones that are primarily defensive, and whose class nature makes it logical. But, as soon as a class that is stacked for offense, and only gets the regular heal, can buy the best regen, the balance is lost. I would seriously consider disabling the purchase ability.

I know, I know, I am normally for maximum choices. But the way the powers buying is set up is not compatible to the level system for the reason I mentioned above. Now, buy systems are fantastic, but, they aren't usually done as free for all swap meet type affairs. The way they generally work is that the powers are stacked in a tree like branch system. To gain a high regen power, for example, you may first have to buy one, then another more expensive one, or a series of other types of heal powers, to unlock access to the highest one. This forces playerss to commit to certain styles of characters and specific combat strategies. Either you go after the high offense, high defense, or try to build in balance, forgoing the highest level powers altogether. In other words, the system builds in a self regulating balance. This is exactly what is missing now and will only create problems if people can just buy what they want.

2. There are 4 IN based classes, three WS ones, 2 each for DX and ST, and only one CN. Is it desireable to balance this out by adding one more class to ST and DX, and one or two more based on CN? The reason to consider this is that races that are high in those abilities have fewer class options and are somewhat limited in the types of characters they can be. Ghosts have very weak scores, but the high IN at least gives them four good choices. Poor Neko's had better be Thieves or Assassins, or they will be at a strategic disadvantage in skills match ups with any other classes.

3. Too many of the classes are throw aways, super weak without much hope until 9th or tenth level (Mentalists, Entertainers, Thieves, and Assassins in particular). I think the main reason is that the configuration is way too heavy on damage dealing, and underutilizes strategic skills like buffs and debuffs, sheilds, resistance and reflection, different types of heals and regens, etc. I think most of the names can be retained, but many of the powers for these classes will have to be changed to make them formidable, but not just DPS style damage dealers.

Those are the big issues, below are some other less essential concerns.


Curmudgeon's Comments:
These are more speculative observations, not really proposals, but worth concidering/reconcidering.

1. The word Pariah is taken from the Indian caste system, and describes the lowest class, Dalits, or outcasts. It is generalized as anyone who is an outcast, or marginal socially. The name is great, but the interpretation of it as an 'anti-priest' is a little strange. It seems to me that a Pariah is a border figure, someone who doesn't play by society's rules, (or isn't allowed to), but its capable of goodness, evil, neutrality, or profound indifference. The powers and the name don't seem to jive to me. I would rather see the powers reflect a kind of survivalist, lower class, catch-as-catch-can, perhaps even grungy or deceptive quality, rather than being essentially an evil priest. It seems that the priest class could be played as good or evil, depending on your vantage point and religion, fulfilling the function of the current Pariah just as well.

2. Healer concept. I like the addition of offense for Healers, however, I think it is way overdone. I think Healers should have powers like 'nerve damage' or 'pressure point'(low damage high time stuns), or the appropriate 'sedate' one they currently have. The eviscerate and break bones seem way over the top. Also, I never understood the ability to heal a large number of people all at once, it just seems unavoidably divine, (or ooc) which may work for angels, but is a stretch of believability for most races, although I am open to argument on this. Finally, I think the uniqueness of sheilds and regens is lost if healers also get them for free. Generally I think healer should be able to mitigate, reduce, and modestly inflict damage, and have a good buff self/others and maybe a debuff. Those powers alone make them one of the most formidable classes, plus high WS is good defense against powers. See powers listing for my specific proposal.

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Nero Juliesse


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RE: 2 of 5. Proposed Class Changes
10/10/09 8:06 PM

Why not blend some of the throw aways into one class? Like say Keep Assassin, but take elements from thieves to incorporate into the Assassin class. Because in my opinion Assassin is not necessarily a throw away, many RPGs have Assassin as a main class.

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Nekura Kira


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RE: 2 of 5. Proposed Class Changes
10/11/09 4:29 AM

I've not been here long, so I'm not sure of how viable an option this would be. Perhaps change some of the non-combat classes (dancer, entertainer, etc) into...well, non-combat classes? Then have the combat classes in a different category, and allow each character to select one combat class (mandatory) and one non-combat class (non-mandatory). Then, perhaps, experience obtained through spending time RPing would go towards the non-combat class, while experience gained through fighting would level the combat class?

Non-combat classes could be things like dancer, entertainer, maintenance worker (electrical work, sweeping, stuff like that), designer, fireman, etc. Professions, almost.

I apologize if something like this wouldn't be possible.
* Last updated by: Nekura Kira on 10/11/2009 @ 4:29 AM *

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Syngen Sohmers


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RE: 2 of 5. Proposed Class Changes
10/27/09 5:32 AM

But I LIKE the powers of the Pariah. Maybe angle it more toward... Ritualist?

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