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New Support Class
Posted: Fri Jan 20, 2017 9:27 pm
by _NICKPAN_
All classes are good for pvp, some for tank, and mages for everything :p.
Nvm
I have a big idea about.
Healing spell:
Mages while using healing spell will be nerfed , maybe by 50%. And will be able heal only theirselves.
New Class: Support
This class might using some swords. Like swordsman.
But will also be able to cast a spell. Healing spell.
Which will healing nearby untargets, and selfheal (but cut to 50% if selfheal)
This class will also have mana, and using mana items, but when pvp will use str. So will be weaker at pvp.
Using heal spell will gain double exp as currrect mage heal.
Except heal spell, will have some skills:
1.Barrier: Will shield untarget nearby players at range 2. Who will gain 10% magic resist (max 99% total if they full gear swordsmans :p) and 250 armor maybe for 10 seconds.
2.Lifesteal: next attack will steal 15% of enemy currect hp, and will add it to himself.
3.Missile Shield: When tapping to this skill, then u must tap again on a target. And then cast this skill on him, which will make him unable take any damage from Buildings Missiles for 5 seconds.
Its just an idea, that GMs can take it and ballance it more

I just did the start

Re: New Support Class
Posted: Fri Jan 20, 2017 9:48 pm
by MadMikael
Love the support class idea.
And I like your ideas for buffs.
However, I envision a different support class - a healer, which could be a cleric or druid maybe.
I'm not good with the numbers, but I'll explain the concept.
Like Nick said above, this class will have a much higher xp gain from healing, as it will be the class's main function.
I think though, this class should really be poor at physical combat, and not meant for pvp at all, except in aiding teammates.
I would picture this class using staves/wands, not swords.
Also, this class would get "buffs" that it could use to strengthen its teammates.
Possible buffs could be offensive or defensive... examples being:
STR boost
ARM boost (yes, maybe use the mage spell)
DEX boost
HP boost
Also, a buff like the swordsman's always hit, that can be applied to Archers, Ogres, and Axe-wielders
Perhaps a buff that is similar to other classes skills as well
Even a combination of above examples may be possible
Again, I'm poor at the numbers, and not sure exactly what buffs there SHOULD be, but I like the healing idea the most.
Re: New Support Class
Posted: Fri Jan 20, 2017 10:38 pm
by Local
Great idea would give who new strategy to war fare
Re: New Support Class
Posted: Sat Jan 21, 2017 1:38 am
by Ryaca
Paladin
Re: New Support Class
Posted: Sat Jan 21, 2017 2:48 am
by Arashiko
Re: New Support Class
Posted: Sat Jan 21, 2017 3:31 am
by Leone
I like the healer/paladin/cleric idea, but the character is destined to be the alt on a second device.
Still, a good idea to vary things.
Druids I see different. Harnessing nature to protect and destroy. V weak underground.
Re: New Support Class
Posted: Sat Jan 21, 2017 5:24 am
by DOOMSDAY
LIKE ALL THE IDEAS MENTIONED ON THIS THREAD, ESPECIALLY HEALER,/DRUID.
MIGHT EVEN ADD NECROMANCER TO SUMMONS UNDEAD SPAWN TO TARGET ENEMY PVM OR PVP. WOULD HAVE TO HAVE MINUS STATS AS NORMAL MAGE, SAY 80% OF NORMAL MAGE STATS WITH +20% PHYSICAL DAMAGE. (EXAMPLE) NECROMANCER WOULD HAVE 80% STATS OF MAGE WITH EXCEPTION OF PHYSICAL ATTACK AT +20%. SAY IF AT SILVERWOOD, HE/SHE WOULD BE ABLE TO SUMMON UNDEAD ARCHER/SPIDER EQUAL TO LVL OF NECROMANER TO ATTACK ALONG SIDE HE/SHE DURING PVM/PVP. DURATION 20 SECONDS AS NORMAL SKILL.

Re: New Support Class
Posted: Tue Jan 24, 2017 10:22 pm
by Cashew
Instead of trying to add a new class to try to balance the classes, or investing a lot of man hours rebalancing the combat system (which I honestly support anyway, at 1000 dex if your opponent is 1006 you lose 89% hit chance for a 0.006% stat difference, that ain't even right man) there is a simple way to fix this. Also a but more compicated that I'd prefer, but a simple one nonetheless.
Add a new NPC at spawn that allows you to change your class.
Maybe a 7 day cooldown with a hefty cost, either something like 1b flat or 1m/lvl with gold OR have the OPTION to pay like $3 to switch your class to bypass the cooldown and gold cost. Make sure to give that option to make it fair to EVERYONE, people that pay and people that don't.
A rebalancing of skills to give it more of a circle style combat and no class will be too OP, because you can always change and then there will always be a class strong against you. Range > Mage > Melee > Range. Yes there are 3 dif melee classes, but it's just a simple example as to how it would work.
That's my simple fix (admittedly not simple to impliment, but in concept). Nobody will be able to gripe about any one class in particular, because they can always change it if they choose to do so. BTW just a side mention that we need some actual boss-style PvE content, but that's a different topic but I feel would help the class balancing, as all classes could play their part.
My more complicated fix seperates characters from race AND class.
Make race selection required on character creation (see below), then sent to an instanced starter map where a character can "try" the different classes with their race by talking to an NPC that will change your class at will and fight random enemies (idk which ones, just make the character like lvl 100 to try skills and appropriate enemies. If you die just spawn right back and have the NPC kill everything off and laugh at you before trying again.
This can even tie into the story line. It's from right before you lost your memory and start the game. After choosing your class (talk to the NPC in here and select the option to choose your class and then pick) then something happens and you get attacked / lose conciousness and then wakeup at spawn map.
Race selection would be giving the bonuses towards trade skills and maybe even giving an affinity to class; meaning if a race favors a certain type of class they will gain a bonus for being that class. Either in terms of a small xp gain (like 5% max) or a combat bonus (like 10-30% bonus to the stats that the class uses the most) and give it the opposite effect if using your unfavored class.
Idk which would be easier / more favorable if either at all. I just think it'd be better to try and fix the current problems than try to add a whole new class to put a bandaid on it.