I like the current classes but i feel they are too basic. The options are so boring (DPS/Tank/Healer). I feel like this game would benefit greatly with more variety of classes.
Synergist - Basically a supporting class that specializes in short duration single target buffing spells (life-steal, damage, move-speed, haste, attack speed, a shield that absorbs damage based on a % of spell power etc)
Summoner/Beast master - A class that specializes in summoning different monsters to fight along side them (each summon lasts 10-15 seconds with a max amount being able to be controlled a time, summons have mage/ranged/melee basic attacks depending on what is summoned. May also temporarily control an enemy or enemies to fight along side them etc)
Songstress - A class that specializes in debuffing enemies (e.g haste reduction, move-speed reduction, damage reduction, attack speed reduction, silences, fears
Monk - A melee class that fights with their fists (weapon used can be a special kind of gloves or something)
Just my suggestion that the game needs more variety. This will allow a different mixture of teams for dungeons/pvp etc
Feel free to leave your opinion below or make an idea of your own class.
Dillias
Member Since 20 Dec 2013Offline Last Active Nov 14 2017 03:40
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#839078 New classes [Ideas]
Posted by Dillias
on 09 January 2014 - 22:18
#838890 Quest rewards [BUFF]
Posted by Dillias
on 09 January 2014 - 16:44
I have recently achieved level 40 and not once have I ever received a quest reward (apart from jewelry) that was superior to any of my gear. One example I can think of is that when I had the level 30 crafted Argent Great-sword, I did this quest and i got a level 35 (can't remember the exact level) 2-handed Scythe which in comparison to the crafted weapon I already possessed, was terrible.
I believe making quest rewards more worthwhile will encourage players to actually start and finish them. Such as increasing the weapons/armors stats, DPS, attack power etc. I understand that the sets need should be generally superior to quest items because of the grind it takes to get it (e.g. Zephyr/Battle-gear items for a Warrior/Templar at level 35/40. But i suggest making the weapons and shields that you can receive from quests superior to the weapons/shields from lower level instances. An example would be if there was a level 33-35 quest and the end reward was a shield, said shield should be better or at least on par with the level 30 crafted shield.
I understand that the level 30 gear requires a lot of lesser flakes to craft etc. But this could be countered by increasing the difficulty/duration of the quest that gives you this item.
Another game I have a lot of experience playing that i can relate this suggestion to would be Runescape (Before RS3) Where, for example, you had to level a bunch of professions for a quest that gives you a powerful weapon (Korasi Sword). And this weapon was on par, if not superior than the weapons that you could wield at the same level.
This would give the game variety. Currently every level 30-39 Warrior i see, is using the Argent Great-sword. The only difference is that some have the level 30 crafted armor (Mercenary set) and some have the level 35 dungeon gear (Zephyr set). And the differences between these sets are miniscule. The Zephyr set is barely better than the Mercenary set. Shouldn't it be superior, seeing as there is a 5 level gap between them?
Just my suggestions, please feel free to leave your own opinions below in a comment.
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