I would love for a Necromancer class now (used to say no in favour of skill line).
Although I don't think they will release one next year and will do something else for the expansion instead.
Shardan4968 wrote: »I don't want new class in 2018, but If they add one, then anything but not necromancer. You will ask me why and the answer is because.
None. I'd prefer that instead they fix what there's currently in-game, nerfing what's OP or buffing what's nor performing well, I don't care.
lordrichter wrote: »I think that the Necromancer stuff should be incorporated into another class rather than being a class unto itself.
I voted the Shaman archetype because it can bring in some different magic skills to the game and can be positioned as a strong healer class that can also include some necromancy as a related skill. This would be much in the same way that the Sorcerer class includes some Daedric summoning.
I am not in favor of the Studio's idea to make all their classes "like Warden" and somewhat role universal. I strongly believe that classes should not be balanced according to roles such that every class can fill every role and every purpose equally.
We are getting a lot of "magic user" skills across multiple classes in this game and they really need to start focusing on something different.
No classes, an open skill system with "incompatible" skill exclusions.
https://www.youtube.com/watch?v=GDsypxWpXCENo classes, an open skill system with "incompatible" skill exclusions.
SmellyUnlimited wrote: »You’re evidently trying to find parity here with Everquest, which is exactly the way you’re describing the classes.
Unfortunately, the layout of the game (currently) doesn’t support any more “support” characters. Warden was another catch-all, akin to the Templar pre-nerfs. Any other addition would just be another DPS, but the kind of balancing that it would entail would likely lead to a lot of negative feedback.
Everquest could get away with it because they started the game with a plethora of classes and supports. Supports were especially important (i.e. enchanters) because fights, and the game itself, was considerably more difficult. One add could mean a party wipe very easily. I think more classes and varying types of gameplay would fit into this game if the encounters were much more difficult. You would need more strategy than simply zerg damage, trials tanks just blocking, and healers healing via standard healing springs/extended rituals.
Oh, and in that game dying was a BIG deal. Lose a lot of experience, and you had to find a class nearby that could actually res. Sadly, games of that.difficulty (which developers don’t do anymore because they want to attract more casual players) are no where to be found. Simply making this game harder would make it very clear where the classes were unbalanced. It would cease to be just a gear grind, and most encounters would resemble VMOL than Fungal Grotto I.
THAT'S exactly what this game needs to move forward. Harder. Then you can talk about different classes and such. After the difficulty shows very clearly where the balance issues are, and many of the gear options would stand out as needing changes to make them more viable, then expanding on the structure is viable.
Why not remove classes instead?
Ohhgrizyyy wrote: »
Ohhgrizyyy wrote: »No classes, an open skill system with "incompatible" skill exclusions.
I'm sorry but I never see this happening. Then there's literally no point in classes...You're basically playing a game with "Create a class" at that point. And everyone will run the same stuff and there will be no diversity