Class Suggestion/Thoughts
Posted: Thu Feb 19, 2015 2:17 am
(sorry for x-post, initially written to wrong area of the board I guess!)
I concur, the physical advanced classes look very lacking. The problem is advanced casters have all these level gated powerful spells which they can dump plenty of mehrial in to get high slot count/strong spells. The weapons/items available to physical classes that are not available to the mage classes do not even begin to make up for this difference. I know it's an isolated incident, but I remember the one dice fight I insisted on with someone of relatively equal level, I was literally one shot with the stamina drain spell because they had enough slots in it. The base stats on weapons/armors not available to casters just don't make the difference in power/utility up whatsoever. Casters essentially get access to all the stats that melee do, plus the spells as far as I can tell. I'm not an expert on this games rules, but it certainly does feel unfair (to the point I've seen people retcon their character to get magic).
And yeah, there is definitely a big gap in the advanced classes for physical types. I really think there should be an advanced class available for Rangers/Thieves that's purely physical. Ranger/Thief options that I know of are Hierophant, Mist Raider, Seductress, Earth Mage, and Necromancer? Four of these are magical and thieves don't even have a base spell sphere and neither do Ranger? So confusing. Mist Raider seems like Ranger 2.0 with a baked in lurk spell - this class just seems superfluous - they need to be made different from each other in meaningful ways other than verbiage. I think there should be an advanced class for thief - for example "Smuggler" or "Crime Lord", and that Mist Raider needs to be touched up to make it more different than just Lurk+Stats.
Ways to fix this that I can think of
A. Make physical class specific items base stats more valuable - pretty straight forward but might have issues balancing for multi-classsers.
B. Game System such as Feats, Weapon Skills, whichever you would want to call it - lot of games have these of different variety - basically a melee 'spell' that adds effects/conditions/modifiers to attack/defense. Examples - Cleave (hit multiple targets with one blade), Blind fighting ( as name suggests), Weapon Throw (you get the idea, there's probably tons of sources to draw from for things like this with varying mechanics and pros/cons)
C. Improve advanced class passives to have some sort of power scaling beyond normal equipment/enchantments.
TLDR : Mages get lots of utility, stats, and power out of their spell kit. Other advanced classes have low impact passives that don't keep up. Mist Raider needs to be an actual advanced class instead of a lurk passive. Thief class needs an advanced class that is - non-magic.
I concur, the physical advanced classes look very lacking. The problem is advanced casters have all these level gated powerful spells which they can dump plenty of mehrial in to get high slot count/strong spells. The weapons/items available to physical classes that are not available to the mage classes do not even begin to make up for this difference. I know it's an isolated incident, but I remember the one dice fight I insisted on with someone of relatively equal level, I was literally one shot with the stamina drain spell because they had enough slots in it. The base stats on weapons/armors not available to casters just don't make the difference in power/utility up whatsoever. Casters essentially get access to all the stats that melee do, plus the spells as far as I can tell. I'm not an expert on this games rules, but it certainly does feel unfair (to the point I've seen people retcon their character to get magic).
And yeah, there is definitely a big gap in the advanced classes for physical types. I really think there should be an advanced class available for Rangers/Thieves that's purely physical. Ranger/Thief options that I know of are Hierophant, Mist Raider, Seductress, Earth Mage, and Necromancer? Four of these are magical and thieves don't even have a base spell sphere and neither do Ranger? So confusing. Mist Raider seems like Ranger 2.0 with a baked in lurk spell - this class just seems superfluous - they need to be made different from each other in meaningful ways other than verbiage. I think there should be an advanced class for thief - for example "Smuggler" or "Crime Lord", and that Mist Raider needs to be touched up to make it more different than just Lurk+Stats.
Ways to fix this that I can think of
A. Make physical class specific items base stats more valuable - pretty straight forward but might have issues balancing for multi-classsers.
B. Game System such as Feats, Weapon Skills, whichever you would want to call it - lot of games have these of different variety - basically a melee 'spell' that adds effects/conditions/modifiers to attack/defense. Examples - Cleave (hit multiple targets with one blade), Blind fighting ( as name suggests), Weapon Throw (you get the idea, there's probably tons of sources to draw from for things like this with varying mechanics and pros/cons)
C. Improve advanced class passives to have some sort of power scaling beyond normal equipment/enchantments.
TLDR : Mages get lots of utility, stats, and power out of their spell kit. Other advanced classes have low impact passives that don't keep up. Mist Raider needs to be an actual advanced class instead of a lurk passive. Thief class needs an advanced class that is - non-magic.