lundi 21 avril 2014

Dwarven race overhaul

Hi all! I'd like to comment a quite massive change I've been thinking a lot lately (without going deep into the details though) about how Dwarvens could be changed to have neat classes instead of been merely money-makers (The relatively new dagger features for bounty hunters helped me close some open issues on the plan)



The most impactful idea is giving dwarvens a Mystic branch, with a couple classes, and opening Artisan / Scavenger branches further.



The full Dwarven tree would be something like this -names are just brainstormed names subject to changes-



Dwarven Fighter:

-Scavenger

--Bounty Hunter

--Hoplite (might need a better name)



-Artisan

--Warsmith

--Mechanist



Dwarven Mystic:



-Thaumaturgist (maybe just Wizard, though that doesn't sound dwarven at all)

--Geomancer

--Runecaster



-Priest

--Maphyr Elder



The general description of each class:



-Bounty Hunter:

Remains as dagger spoiler, doubling as damage dealer with a couple more Rogue skills from other races, but obviously not as potent; should still be a competent damage dealer for Raid Bosses or leveling, but not as solid in PvP as specific daggers. Spear skills/passive & Spoiler Festival no longer leveled beyond Scavenger levels.



-Hoplite:

Takes over all spear related skills from the current Bounty Hunter, making it the most dedicated item farmer in the game; as a cool feature, I think it can get an exclusive passive allowing it to wear a Spear + Shield, and give it a couple shield toggles & tank passives + taunt to make it a sort of tank poler that can perform relatively good as raid boss tank.



-Warsmith:

Stays pretty much the same, but looses Summons beyond Artisan levels. As a way of empoweing it to keep it relevant aside from crafting and the couple buffs it provides, I have two probable paths:

1- Make it the TRUE dwarven tank, with shield skills & passive, aggresion, arrest and the whole suite. Collides a little with the Hoplite.

2- Convert its current buffs (Sharpen and etc) into AURAS, like Diablo II's Paladin, for the party; so it's like a permanent dance/song for the party, draining WS's MP. Collides a little with the Runecaster, explained further below.



-Mechanist:

Takes over all summons and summon-related skills from the current Warsmith; and like Phantom Summoner has necromancer skills, this guy doubles as a relatively competent warrior, like a knightless Dark Avenger. Simple as that; thought it might get some new cool summons or summon other sort of utilitary things like "teleporters", portable potion crafting stations or the such, so long as it doesn't make it imbalanced.



I'll skip the Thaumaturge / Priest descriptions because they will just be minor versions of the classes after them.



-Geomancer:

Generic Earth-based nuker, with Surrender to Earth, target-nuke, AoE nuke, DoT-nuke and the vast etcetera.



-Runecaster:

Casts "Runes" (probably requiring some material like Spirit ores or other grosery-bought material), which can have various effects; runes on weapons can give Earth-based attack -buff-, runes on armor can give Earth resistance -buff-, runes on the ground can serve as farming / siege traps dealing damage, spreading debuffs, or even giving environmental buffs to nearby party members. (though rune Buffs collide with both the aura-bearer Warsmith idea and the Maphyr Magus, so it probably would have all / almost all offensive runes)



-Maphyr Magus:

Similar to Elders,this is a mixed buffer/healer. I see it more PvP / Craft-suppport oriented, with skills healing CP, granting pseudo-UD to targets, with general healing (maybe just Greater Heal, with no group healing) and specially Recharge. Also, it could grant some sort of long-duration (2-6 hours maybe?) increasing max MP and MP regeneration for as long as the target stays still *coff coff craft shops coff coff* and other buffs for crafting purposes, like increasing the success rate of craft attempts (never up to 100%, and always with a long cooldown), or regaining a % of the used materials if the craft fails. In terms of buffs, probably just general fighter-oriented for the fighter dwarvens with Might, Shield, crit buffs, maybe Bless the Body and the such.





I think that pretty much shows both the extent of my idea and the implications of each class in the game.



Feel free to shoot critics at the idea, if it's really idiotic or something can be made better, it both works for me.




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