Pray Posted September 10, 2014 Share Posted September 10, 2014 (edited) From JE Sawyer: -- "The classes that people feel are most in need of versatility will have priority for Talents, so if people would like to discuss the specific ways in which they would like to see fighters and rogues (for example) change, that would be helpful to know." So, lets get cracking, people - (Sorry if I already missed a thread on this, but I haven't seen it) For me, it's very clear, there are four goals that need to be achieved to make not only Fighters and Rogues more compelling, but all of the melee-centric classes. 1) They need talents that allow us to focus them towards heavily offensive, defensive, or even mixed builds if we so choose (yes, that even means a plate-armored tank rogue, or a full offensive paladin, or an archer centric Fighter, if i so choose.) I'd personally like to see melee-centric rangers (Aragorn, anyone?) 2) Use talents to make these champions more or less high maintenance - if this means "buying" active abilities with talents, than so be it. I for one do not like to play a game where any of my characters feel like they are being less active, and just acting like auto-attack bots or soaks - others may not feel this way. Therefore, use compelling talents to help players decide which way they want their fighters/rogues to play, etc. "Less maintenance," should not be a design goal of a class, but a class should not feel overburdening would be a universal class goal, i'd think. 3) Rogues and Fighters especially need to feel like the masters of martial prowess - they need to have powerful per encounter abilities that give them that martial umph - maybe there are currently abilities that I am not aware of, but I am woe to see so many passives abilities given to fighters when casters are getting 1-2 ACTIVE on use abilties to choose from every level up. If you go about doing this through talents (as mentioned above) or as set class rewards, I personally do not care - but give them something. I can't forget Barbarians, and to a slightly lesser extent paladin's, also - Giving powerful and compelling per-encounter abilities prevents them from feeling high maintenance while also giving them options and versatility. 4) The melee classes need to have ways to circumvent rest/cast times - some of their abilities should be instant. This gives melee classes a more visceral feel and while i know this is probably something MANY people here will rue me for, i dare say it gives them a slightly more twitchy yet immersive interaction. The player FEELS a bit more of the melee - while casters get flashy animations and booms, melee needs some of that RIGHT NOW feeeling. Isn't that the benefit of being melee? Give melee ways to feel like they can change combat right this second. "Oh lawd, that caster is about to nuke my whole team, good thing I have this fighter right here to save my ass, he's got that pomel strike ability that he can use instantly." I think this argument makes melee classes in general much more compelling. If melee has a) closed the gap, and b) put themselves at significantly increased risk, then they should be rewarded with a little more instant gratification in their kit. Here are some examples of abillties that i would LIKE to see from melee classes- -- Paladin - Flash of Blinding Light: The Paladin emanates a flash of blinding light from his hand, blinding the target for the next melee attack from the paladin, which he makes instantly. If flash of blinding light is a success, the follow up melee attack will have a significantly increased chance to crit Veil of Overwhelming Soul: The Paladin's soul overflows with energy, emanating powerful light that surrounds him and his nearbye allies. Allies within the light are harder to hit and enemies in the light receive an increased chance to miss. Lasts for 3 seconds, once per rest. Receives duration benefit from intelligence. After the emanation, the paladin receives a 15% stamina hit for his reckless spirit. Soul Infused Strike - At the cost of 10% of his/her stamina, the paladin makes a soul infused strike, his weapon(s) infused with power from his soul. The damage is proportionite to half of the stamina lost, and the paladin receives a 25% increase in attack speed for 6 seconds. 3 Per Encounter. (Side note, I feel like these abilities also subscribe to the goal of no wasted builds) --Fighter - Pressing Assault - In a display of reckless abandon, the fighter makes three successive blows instantly, two for heavy weapons, but abandons all defensive ground, halving all of his defensive checks (minus DT). Twice per encounter. Pomel Strike - The Fighter makes an instant sudden strike with the handle of his weapon, having a drastically increased chance to interrupt the targets current attack. Once per encounter. Leap Strike - The fighter negates disengagement/engagement and instantly leaps to a target within 3-4 tiles away. Only available after the fighter has felled an enemy. --All classes - (talents) Hot Swap: The character receives a penalty free weapon swap, once per encounter (passive) Execution: At the cost of a significant hit to their defensive attributes, the character may make a melee strike with a 2 handed weapon that has a guaranteed chance to hit, critically strike, and does slightly increased damage. The ability has normal weapon attack time, x2, and normal recovery time x2. The enemy must be >25% stamina, and under a control or impaired effect. Unlimited uses. Here are just a couple of my ideas of what i'd like to see from melee. Abilties that have draw-backs and are not spam-happy (both low maintenance and some risk-reward) and give you that feeling that melee is a little more in your face and is more responsive then their ranged and caster counterparts. Edited September 10, 2014 by Pray 3 Link to comment Share on other sites More sharing options...
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