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What new class would you like to see ?


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So, PoE and PoE2 delivered, both games had a few cons, and a lot of pros.

 

I deeply enjoyed both, and boy did I have fun with most classes.

Some, however, I barely ever touched (barbarian, ranger, druid) but that comes down to personal preference.

 

 

I very much enjoyed PoE's introduction of classes with gameplay that changed a bit from regular RPGs, such as chanters and ciphers.

PoE2 took things even further with multi-class, and man did that expand our options.

 

I literally cannot replay PoE1 now that I've played PoE2 with multiclasses and subclasses.

 

 

 

 

Now, and to get to the point of this topic.

 

What new class can we think of, that would be awesome and original for PoE3 or an expansion of PoE2 ?

 

 

 

Right off the top of my head, I can offer you 4 suggestions.

I'm not saying they're good suggestions, I'm not saying they're original or anything.

What I'm saying is "I thought about these concepts, please enjoy the read, and share your suggestions as well".

 

 

 

 

A/ DoT specialized tank

 

I was thinking, perhaps some kind of tank that specializes in Damage over Time effects ?

You know, kind of a pale knight with a necromantic aura kind of play.

 

It would specialize in aggro'ing as many enemies as possible, while dealing slow but sustained AOE DoTs, and slightly stronger single target DoTs.

There could even be mechanics such as when you've applied X DoTs on a target :

- their soul ignites and the DoTs tick faster and/or for more damage

- or it lets you target them with some kind of "consume" ability which deals the DoTs' combined damage instantly kind-of nuke.

- or reaching X DoT stacks triggers a given affliction, depending on which ability was used last (mind, dexterity, resolve...)

 

Deeper specialization options could :

- return some of the damage as health, bit of like a leech effect

- or have a small % chance of triggering an affliction each time a DoT ticks

- or have a small chance that the infection spreads to nearby targets (for single target DoTs)

 

This character would multiclass very naturally with Chanter, Paladin, Fighter or Monk for example.

The abilities would be rather short-ranged, so the character would be quite exposed to ranged attackers and would need assistance from party members to handle them (aka, no Into the fray skill).

 

 

 

 

 

B/ One on one duelist

 

Or perhaps we could get some kind of a duelist ?

 

An agile (and frail) rogue/fighter type guy that specializes in one on one duels, but is not quite equipped for swarms.

They'd have an ability to parry incoming melee attacks, would be able to riposte (and a talent could allow for the triggering of an affliction on the enemy while we're at it), possibly even disarm their opponent.

 

A late level ability could allow the duelist to "phase out" their opponent and themselves, effectively making it an actual, true one on one situation where no allies or foes could interfere.

 

They would be the bane of fighters and barbarians whom they would outduel.

They would hold their own OK'ish against paladins, monks and druids.

They would, however, get wrecked by spellcasters and other ranged attackers if they weren't able to reach them.

 

This kind of class would reward very tactical play and careful positioning on the field, they would depend on other characters to control the flow of battle (CC, engagement) and would isolate and dispatch high value targets.

 

They would fill the one-handed weapon gameplay that I do not think many of us opt for.

I mean, how many single handed, no shield characters have you played ?

I know I haven't played any...

 

 

 

 

 

C/ Elemental masters

 

Lastly, how about some kind of elementalist mage/druid type ?

 

And then, you'd get to choose one of several subclasses.

 

Earth shaper :

Kind of mage that would be able to conjure walls and cages of earth to block passageways or isolate a single enemy.

Kind of mage that would conjure mud under the feet of enemies to hobble them, or burrow their feet under the earth to immobilize them.

Kind of mage that would summon earthen armor around allies, summon a rock hammer to fight, call forth blinding clouds of dust.

Kind of mage that would have a "control earth blight" ability to cope with the immunity.

Kinda mage that would have an earth elemental (not a lousy blight eh, an actual elemental with humanoid/golem shape) following them around (bit like a ranger's companion, but as an arcane class).

 

Storm born :

Kind of mage that would summon electric storms like druids do.

Kind of mage that would apply a debuff to enemies so they take +20% electric damage.

Kind of mage that would summon gusts of wind to stagger foes, or entrap some in a tornado.

Kind of mage that would raise the wind to deflect ranged attacks for a short time, or fan fires for more damage or area of effect.

Kind of mage that would summon an aura to add electric damage to allies' weapon strikes.

Kind of mage that would have a "control storm blight" spell to handle a foe immune to their damage type.

Kinda mage that would in turn have a storm elemental (again not a lousy blight) which would be able to cast lesser versions of some spells.

 

 

Basically, while wizards can specialize into evocation, they're not limited to any one given element.

Hell, Minoletta's array of spells even offers non-elemental damage types such as pierce or crush.

These here would have higher damage and overall mastery over their element, at the cost of being unable to use other elements at all.

 

 

 

 

 

D/ Some kind of jester ?

 

Wild Card :

Now, the Wild Card would be, indeed, a wild card, and use a resource called Gambit.

Their spells/abilities would be very unique in that they could inflict grievous harm (high reward) or a very beneficial effect (high risk) on foes.

 

- Fling Pixie Dust : Foe AoE, they can get blinded (long) and paralyzed (short) , or it can actually heal them back to full health and make them Strong.

- Arduous Alacrity of Motion : Leech 30% action speed from enemies (AOE, would give you +30% action speed, and enemies -30%) , or give them +15% each and lose 30% yourself.

- With friends like these : Summon a (rather strong, actually) creature that may fight on your side... or your enemies' (bit like the devils/fiends in BG/IWD to be fair), wouldn't be able to be charmed of course.

- Random evocation of surprise : Summon an absolutely random effect on a creature (heal, damage, inspiration, affliction...) , bit like Nahal's Reckless Dweomer in BG (I mean, how many party wipes did you get from that one ? I most certainly had my share).

- Hazardous transformation : shapeshift into... something, perhaps a strong form for 20 seconds, perhaps a squirrel for 10... who knows ?

- Roll the dice : target an ally, either they get one injury healed, or you get one.

- And pray for sixes : target an ally and an enemy, either the ally gets an injury, or the foe gets 3.

- Conjure fog of something : Summon a cloud that deals incendiary, corrosive, or electric damage ; or actually heals foes.

- Out this world, into the next : Banish a foe (stasis) or yourself ; would need to be lower PL than cipher stasis shell otherwise there's not much call to use this one, except to save the cipher's focus for something else...

 

 

While Serafen's Wild Mind cipher subclass is "fun"-ish , it's just not random enough for me.

We need something akin to a Wild Mage in the BG series, but with spells and abilities unique enough to differentiate them from actual spellcasters.

 

 

 

 

I hope you enjoyed the read and some (or all) of these ideas found some appeal with you.

Even if you should disagree with or dislike some ideas, consider the time it took me to come up with these and to write the whole thing, and remain as civil as possible 

 

Please, if you think you have an idea for a new class that would change gameplay a bit and open up new combinations in a future PoE game or expansion, do take the time to share with us !

 

 

 

Edit: of course, we're talking concepts here not balance, numbers would need fine tuning.

Edited by dam
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Classeless system!

 

While I very much enjoyed Ultima Online, Skyrim, or even Tyranny's classless systems (as in, you could reallocate points easily enough), it definitely takes away from the game's replayability value.

 

You have much less incentive for replaying the game a 5th time just to make that one decision a bit different, if there are no new gameplay options for you to explore because you tried it all on your 1st or 2nd playthrough.

 

 

It would, besides, possibly call for a New Game Plus mode, unless enemies respawned (which brings another slew of problems such as grinding, or being annoyed by level 2 goblins when you're maxed).

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It's a credit to PoE that I can't really think of any classes I'd like to add: with the current selection, and the multi-class system, there are few character types I want to play but cannot. Perhaps a class emulating great luck (Blessed, Fortuante, Destined, or the like) that had poor stats and combat abilities but had many active and passive abilities that affected rolls - except, functionally, that would be much like a priest or wizard who specialised in buff and debuff spells. I like the idea of an awakened soul who has mastered past lives, tapping into their power to effectively switch between classes with significant penalties, but that doesn't really work with the established rules of Awakening and would be very difficult to balance.

 

I also like your jester idea the best. The others, I think, could be handled with abilities for other classes (especially duelist - the one-on-one "phase out" ability would be game-breaking against mages and certain types of boss battle) but the jester is truly different and could make for a very interesting companion.

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With no considerations of other factors, of course, i would like more classes, but mainly interested on interesting concepts and lore on soul power access.

That said i would prefer a classless system with the resources (classes) as ability trees

Edited by esyvjrt
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Gladiator-like soul-powered class. Focus on raw power, bleeds and self-empowerment, using primarily shields and melee weapons.

 

There could be support to multiple playstyles such as:

  • SnS damage dealer, with skills/talents that utilize shields as weapon.
    Talent [impact] - every shield equipped by Gladiator has Bash. Size of shield affects bash damage (Large shields have super-strong bash)
    Ability [brutal Strike] - Full attack against enemy. If you have weapon in off-hand you inflict long-lasting bleed, if you have shield you bash enemy with massive force, dealing high damage and knocking him back
  • Bleed-based brawler
    Talent [Taste their blood] - When you kill enemy while he's affected by bleed debuff, you gain "Bloodied" buff for 7s acting as if you were <50% hp
    Ability [Rupture] - Primary attack that deals average damage and increases duration of all DoT debuffs on target.
  • Spiritual caster who uses his own body as weapon
    Talent [spiritual strikes] - If you fail to penetrate target's armor gain +20% raw lash for 10 seconds
    Ability [soul Rush] - Create barrier from souls around you, charging enemies in area. All enemies are interrupted and take increased over-time damage.
     
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I think the classes/subclasses plus multiclass allow a wide array of characters. I can't think of any new "class" that would be so unique and distinct and yet recognizable and agreeable for a wide player base that you couldn't emulate it with the current system. Maybe if they introduce different cultures (like Storm Folk) where there might be very "special" classes. 

 

More subclasses though: always nice.

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Deadfire Community Patch: Nexus Mods

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Gladiator-like soul-powered class. Focus on raw power, bleeds and self-empowerment, using primarily shields and melee weapons.

 

There could be support to multiple playstyles such as:

  • SnS damage dealer, with skills/talents that utilize shields as weapon.

    Talent [impact] - every shield equipped by Gladiator has Bash. Size of shield affects bash damage (Large shields have super-strong bash)

    Ability [brutal Strike] - Full attack against enemy. If you have weapon in off-hand you inflict long-lasting bleed, if you have shield you bash enemy with massive force, dealing high damage and knocking him back

  • Bleed-based brawler

    Talent [Taste their blood] - When you kill enemy while he's affected by bleed debuff, you gain "Bloodied" buff for 7s acting as if you were <50% hp

    Ability [Rupture] - Primary attack that deals average damage and increases duration of all DoT debuffs on target.

  • Spiritual caster who uses his own body as weapon

    Talent [spiritual strikes] - If you fail to penetrate target's armor gain +20% raw lash for 10 seconds

    Ability [soul Rush] - Create barrier from souls around you, charging enemies in area. All enemies are interrupted and take increased over-time damage

 

 

There is an excellent implementation of aggressive shield fighters in Dragon Age Origins, where you could use a variety of shield bash / shield slam combinations to inflict additional damage and knockback or stun enemies.

 

One could imagine a bull rush kind of skill that lets you raise your shield and charge in a line.

 

 

Out of every RPG out there, PoE and Divinity included, DAO is the only one in which I truly loved my SnS tank ;)

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I don't see a need for more options, but if Obsidian want to expand I'd much for rather see them add some prestige classes. There is rich opportunities for that, with so many races/class/class combos to choose from. Even backstory could be relevant. I'd totally want an Aumaua cannoner which could require race/classes/sub classes/background/build and could add some fun uniqueness with a unique shoulder cannon or smth. :)

Edited by TheisEjsing
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Classeless system!

 

Turn-based too! 

I am not sure I would want to go full turn-based, but I do think that *pause-decision making-pause-decision making* rhythm works better with a number driven game such as pillars. Defences, rolls, chances to hit etc. are easier to track and keep an eye on if game doesn't move forward. I do like the RTS element of it.

 

For a while now I had an idea in my mind, inspired by a quick glance at PoE Paper RPG and Pit People. What if we had a real time combat but giving out orders would turn based?

 

So the game would be divided into let's say, 10 seconds turns, and every character makes an initiative roll based on its dexterity. Than we start giving orders from the worst initiative to the best - trading power for fleibility. 

 

The way attacks are made would need to be changed completely - what Pit People does is that if you end by an enemy you smack him. The core of the idea is fine - one handed weapons get bonus accuracy, who handers to more damage, with two weapons to take a swing with each. But a decent RPG game would need a much more nuance than that - using abilities, deciding whom to attack etc. 

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I would much prefer to see some more synergy between caster classes to make those multiclass combos more exciting. As it is now, I don't see much reason to go for those.

 

I for one did like the synergy in DAO, but hated how it was implemented in DA2.

 

I like how elements and effects combine in DOS and DOS2 as well.

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Animancer! I was actually weirded out that this wasn't a Wizard subclass or something, but it makes great sense for the setting. Basically a ranger-type but with construct pets, and the animancer gets to use abilities like that of the Essence Interrupter, but not intrinsically - they need use of tools that they can upgrade. 

 

I also think a Pistoleer/Gunhawk needs to be separated from the Ranger - the Ranger gives a nature's friend vibe while the Pistoleer/Gunhawk is anything but. Give them their own special skills for firearms - the special abilities some weapons have, like Thunderous Report, Concealing Cloud etc. are a good start.

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