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Mechanic  

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  1. 1. Do u like or dislike the mechanic class idea?

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This Might come off a bit later but, it seem like a good (less to me)

 

I have been read up on wikia and something just hit me

 

A new class: The Mechanic

 

I know it seem a op at first, because when mechanic comes to mind people jump the steam-punk. What I thinking is more Adra-punk (The game hasn't come out yet, so I'm only using the information that is currently available). the mechanic I'm think of inspired da Vinic and some of guild wars (Kill me XP)

 

I don't know too much about "Adra", but I know its is a living mineral, and that it is ORGANIC (much like animals and plants). In the world of Eora, would be ethical or (even possible) to use Adra as a power source for machines and trinkets without the shunning for the uneducated . some nations are going through a renaissance period with "animancers" and i'm probably guessing adra is use as recipe for foul... I mean progression magics  :sweat:

 

Mechanic would fit the role well as the amour use mob ruler, and mechanic's abilities can focus around gun, adra-powered traps, mobile and immobile turrets (or some mechanical construct some kind) . Mechanic can be skill oh yeah Mechanic and Survival or lore. adra acts as pool of soul magic to power the trinkets of the mechanic.

 

comment 

 

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As i love the idea of new classes in the expansion i would rather go in different direction eg. summoner (or something similar - necromancer, beast tamer)(which obviously goes with multiple variants of summons for all ocasions and auras/buffs empowering them). Maybe some new race and class specific only to this race - like Winged® Vartan© (influence of Tactics Ogre played recently xP) or (since we are already in TO topic) Fusilier (profficient with gunpowder - so active skills for pistols/muskeets + some explosives). Though Mechanics ain't bad either ;)

 

Although I would probably more enjoy increased level cap (new skills/talents for old classes) than new class xP Ofc both would be perfect ^^

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I cant really have opinion about expantion before I learn about Lore or Story. I dont know If mechanic will integrated with vanilla game.

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Well, there are already some types of traps in the game, as well as some talent or two relating to their use. I could imagine some kind of blackpowder grenades could fit in, like the magic scrolls but using mechanics skill instead of lore.

 

Regarding turrets or such I am pretty much against them, I do not think they really fit into the game lore and such. Perhaps instead something like the Animated Armors that I believe are around from the ancient times, just freshly re-invented?

 

A class with special boni for firearms seems a bit too pidgeonholed for my taste, since all the other classes are mostly free to choose from all weapons (ok, maybe except wizards with their pre-disposition to implements and Blast).

 

So all together I do not think this suggested class a good addition. Maybe if it can be fleshed out suitably to fit into the game lore. And definitely it would have to come with the expansion or at least a later big patch, maybe if the game will be selling extremely well. With the release in two months there is simply no time to include such an addition.

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I kind of imagine this class as an inventor much like Jan Jansen from BG2 and alchemist from pathfinder advance player guide.

 

A grenadier or potion maker sound but every other class in the game use their soul or others' souls to some extent which why i add the adra.

 

maybe the turrets is too much.

I don't normally date planetouched girls, but when I do the Tiefling is already in the sack 

 

stay rolling my friends!  :fdevil: 

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Mhm, actually one more class on top of the 11 we are going to have might be ok, and something mechanics related is certainly better than another kind of pure melee class or such.

 

The question is, how flesh it out without just giving it the same things all the other classes have anyway? And of course without going against the background and lore of the game?

 

I mean, crafting can be done by anyone at the moment, if the Backer Beta is any indication. You just need the recipe (not sure if those are gained automatically from levelling or if they need to be found), some ingredients you pick from the wilderness, loot from monsters or buy in a shop, and an amount of money. Then clicky-clicky and you have your potion or scroll, or your existing armor or weapon has that nice extra damage or such.

 

So maybe expand the crafting stuff to grenades that need mechanics instead of lore to use. Even a party without the new class would be able to craft and use them, e.g. a high mechanics skill Rogue could most likely use grenades pretty well. Restricting certain crafting to special classes is opening a new can of worms, not sure if I would like this.

 

So what kind of class skills or special talents could the proposed new class get? Maybe something to improve damage, AoE, accuracy of the proposed grenades? Perhaps some skill/talent that improves damage especially with firearms? We do already have general talents for ranged weaponry (like more penetration, more damage, faster reload for guns and crossbow types).

 

I expect this might be where your idea with the adra could come in. Actually, I just remembered in the Beta the BB Rogue has some traps on her. I wonder where we will be able to get them in the game? Can we actually craft them ourselves or do we need to buy them from a merchant, like grappling hooks and camping supplies?

 

Maybe the new class could indeed have a special crafting option to prepare the different kinds of traps and perhaps something more in between encounters?

 

Some abilities to use in encounters would be nifty, too, I just cannot think of one right now (and no turrets that plop down out of thin air, plopping down an already crafted something like the traps that are already in the game are of course an option). With something I mean a broader selection than only turrets. Perhaps some kind of animated warrior?

 

Considering that the game release is imminent all this is of course for the expansion, so perhaps we can come up with a nice concept before the expansion planning gets too far ahead.

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Another class could be eg adventurer (traveler/explorer/alchemist/hunter) - which would have some skills improving exploration, ammount of collected ingredients (herbs,hides, iron ores), improved crafting/enchanting capability, gold looted, better chance to get rare loot, improved traps detection and such , but at same time with poor fighting abilities. Or they could add coresponding talents to utility talents for every class.

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For the expansion I personally would prefer MOAR spells & abilitys for base classes and maybe some specializations (like BG2, where you could have a classic warrior, a kensai, a berserker or a wizard slayer). OFC one can have the mechanic / artificer idea the op suggested. (mage, rougue, maybe even ciphers?)

 

But I would only like a new and completely different class if it has sense and relation with both POE and the expansion.

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For the expansion I personally would prefer MOAR spells & abilitys for base classes and maybe some specializations (like BG2, where you could have a classic warrior, a kensai, a berserker or a wizard slayer). OFC one can have the mechanic / artificer idea the op suggested. (mage, rougue, maybe even ciphers?)

 

But I would only like a new and completely different class if it has sense and relation with both POE and the expansion.

 

I'd definitely prefer a focus on new/reworked/tuned Abilities (and perhaps Talents, orders for paladins, deities for priests, etc) for existing classes, too. More options, more optional builds, more different ways to make a character stand out compared to other characters of the same class, etc.

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am not a fan o' new classes in expansions. we prefer adding options and improvements to existing classes... and bg2/ad&d style kits is NOT improvements in our mind. kits were a blight on ad&d and the ie games alike. if the only reason to play a vanilla anything is 'cause you plan on dual-classing, then you got a problem.

 

however, in the limited scenario wherein the developers had to cut a poe class they were extreme enthusiastic 'bout 'cause o' insufficient resources or perhaps concerns that the cut class were too similar to a core class, then we is grudgingly open to seeing such a thing added to poe future games.

 

perhaps it has been too long since the bg2 and iwd2 developments for folks to recall what the fanbase demanded from kits n' such.  we could, yet again, remind folks o' what happened to the bg2 feralan and josh sawyers iwd2 kit suggestions. 

 

*shrug*

 

then again, we has had wacky folks on these boards folks trying to argue with us that even the most egregious ad&d kits were better balanced than poe classes, so am expecting we got no common ground with many the potential contrarian.

 

HA! Good Fun!

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I agree; Kits aren't really necessary at all, either, because with a library of abilities and less picks than you have levels total, you could practically already have a "kit-like" system, except you build your own kit. Want to be a melee ranger? Build one. Want to be a shamanistic ranger? Build one. Want to be a ranged hunter ranger? Build one.

The system allows a lot of freedom and potential for expansion.

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To me,a new companion is much better than a new class.

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My receptiveness to new classes depends almost entirely upon the nature of the expansion. Introducing whole new classes is more appealing to me if the expansion is a stand alone job where you're expected to create a whole new character from scratch and recruit companions from a new cast of characters. However, if it's more of a mini sequel and you're allowed to import your main game PC then I'd much rather see the emphasis on expanding core class progression. I understand that many people enjoy replaying these sorts of games, but even so I suspect that content that would require people to start over from the beginning or swap classes entirely in order to be fully experienced would be a relatively poor use of development time.

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Another class could be eg adventurer (traveler/explorer/alchemist/hunter) - which would have some skills improving exploration, ammount of collected ingredients (herbs,hides, iron ores), improved crafting/enchanting capability, gold looted, better chance to get rare loot, improved traps detection and such , but at same time with poor fighting abilities. Or they could add coresponding talents to utility talents for every class.

 

I'm not sure their combat skills would necessarily be mediocre, but they would likely go for light armor, fast weaponry, and try to escape or avoid situations rather than engaging in a long drawn-out battle.

 

For soul-based powers, I'd think an adventurer would mainly benefit from very personal abilities rather than ranged attacks or summonings. Thus, enhanced senses, possibly divination, unusual physical maneuvers, and abilities to dodge, deflect, disrupt, or mislead hazards such as spells or traps. Some of that can come from alchemy or unusual weapons.

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I mentioned kits in the way of saying "what I would like is new ability's / skills / feats that make my class be played different" instead of "i want a new firewall that its blue and deals more damage than the normal one".

Well, a prestige class/paragon path analog could certainly work. Selecting between a few variants after X levels is a pretty familiar concept to many people and many of the pitfalls pen and paper rpgs fall into--namely, expansion bloat and early entry shenanigans--are issues that can easily be eliminated or at least controlled within the context of a single expansion pack.

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