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PoE1 had so many cool classes, Wizards could petrify and make a huge wall of flame and watch their enemies burn, chanters could summon two Ogres to fight alongside you whilst doing some nice dps with their phrases, priests could do anything, dps, cc, heal, rangers and rogues had crazy criticals and single dps, paladins were really good tanks with supportive abilities and I'll not even talk about Monks and Barbarians that could just destroy an entire enemy party alone and there were fighters... don't get me wrong they were one of the best tanks and semi tanks in the game but... they were so boring to play with, awkward abilities, a mediocre dps compared to the other classes, the only good thing was their deflection and that was it.
I'm a huge fan of fighters and warrior type, I played with a fighter tank in PoE1 and I just want to have fun with whilst playing him. Fighters don't have any cool abilities and by cool I mean aesthetic and they lack dps abilities. So here you go some ideas:

1) Type of ability with bleeding, so a tank could do a little bit of damage.
2) More weapons to use, knights studied the HEMA introduce some of the concepts in the game.
3) Quick swap of weapons, a knight carried at least 4 weapons, an arming sword, pike, buckler and dagger why we can't carry that in the game?
4) More CC abilties, grapple is a big party of the HEMA.
5) Deflection with weapons, why fighters can't parry?
6) Make the abilities more aesthetic, you have a bunch of cool stances in the HEMA use some of them!
7) Stances, agressive stances ( + dps), defensive stances (+deflection), and so on.

Those are some examples, I have a lot more...

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HEMA is best.

Fighters boring: Im not saying op is not right, but that was harsh bro!

 

Thought: spellcaster has 9levels * 10 spells to choose (pick 5 to learn) + still can use weapons + other abilities (like shapeshift)

That is insane amount of versality. And it is hard to overcome such amount of option.

Martial has problem that they are not hero, their weapons are.

 

Inspiration from HEMA, MOBA, Path of Exile (diablo-styles), games focused on swordplay is an option.

In PoE1 there was a thing of per encounter low level spells. And spamming 5 in row grease is always good. Insane power, and it dont even scratch Wizz resources. Fun times.

We can also assume that Fighters will take cool weapons, learn scrolls, get 2-3 powers and it feel cool enought.

Sometimes it is not about perfect balance, but feeling cool.

 

It wasnt that bad. I kept Sagani and Eder, so martial are not total gimps breaking fun.

 

Some ideas:

  • awesome killing animation, or animation in general. Look cool.
  • stances (agressive, defending, controling, light, hard)
  • Learning some of weapon perks as our personal feat (like Barbarian every attack can be prowing)
  • Katas/Combos - sequence of hits which are effective
  • common mechanic - the idea of each class having some power source working more or less the same has potencial
  • Auras - actually pernament auras was good thing for martials
  • Spell like attacks - throwing sword is as effective as lightbolt, cataclysm jump could be as good firestorm, sword swept could be our flamefan, Scorpion chain always cool.
  • Refreshing abilities - even if poe runs on per encounter/per rest abilities there could be some at will which refresh after a while. Some small abilities to just spam.
  • So Much Better - dedicated warrior could swing a sword much better, insane better, so much better it is not fair.
  • Free stuff - fighting classes can sometimes get free stuff, like free ability or extra feat to choose.

Direct comparison: Fighter Clear Out 2/rest. Wizzard SLicker 4/encounter (or more). And killer: Wizards actually can cast something else if slicken is not aproriete. Ha ha ha. Fun times.

Still Eder is bea.

Edited by evilcat
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Okay, you guys have a point. The Rule of Cool is very important. While I don't think fighters lack as a class, I don't often roll a fighter as my main character since they do have less cool abilities.

 

Reading your suggestions, I think unique attack animations might be the best solution. If I know my monk will do some wicked kung-fu moves, or my fighter will do an awesome sword combo, I think that's already some more motivation to play them over the spellcasters.

 

Auras, stances etc. already existed in PoE1. And I wouldn't want to have too many spell-like attacks, because then the line between fighter and wizard starts to blur.

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1) Sounds like the rogue territory.

2) I thought this game had plenty weapon types. O.o 

3) Yeah, we could have up to 3 and there is a quick swap feat. 

4) More abilities for fighters in general would be welcome yes. 

5) I agree, there should be a parry feat. 

6) You can always make things look better.

7) We had this in the form of modal abilities. 

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Sub-classes and multi-classes tell me nothing will be the same again. Maybe a pure unsubclassed Fighter isn't as exciting as possible. But there are always going to be those classes that are more active because they stand it the back casting utility stuff.

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Add a new class: HEMA (Historical Eoran Martial Arts) Specialist. He/she must have the "back from the fututre" background, of course, somehow ended up in this particular historical moment, cannot multiclass but can use abilities from all classes. :biggrin:

Edited by Sedrefilos
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fighters... don't get me wrong they were one of the best tanks and semi tanks in the game but... they were so boring to play with

[...] I played with a fighter tank

 

Maybe the fact that you built them as tanks, is the problem.

Defensive builds naturally feel less active than offensive builds.

 

Try the Lady of Pain fighter build (0-recovery variant, with Charge ability): It's one of the strongest damage-dealing builds I've seen, and it's fun to play. At mid levels, it always felt great when her Frenzy+Consecrated Ground combo kicked in, and I usually positioned as many of my other characters as possible near her so that they would be affected by the Consecrated Ground. At high levels, opening combat by one-shotting an enemy or two with Charge, felt viscerally satisfying. And it's the only character I played for whom I cared to regularly craft consumables (Potion of Deleterious Alacrity of Motion FTW!).

Edited by Ineth
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"Some ideas are so stupid that only an intellectual could believe them." -- attributed to George Orwell

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Try the Lady of Pain fighter build (0-recovery variant, with Charge ability): It's one of the strongest damage-dealing builds I've seen, and it's fun to play. At mid levels, it always felt great when her Frenzy+Consecrated Ground combo kicked in, and I usually positioned as many of my other characters as possible near her so that they would be affected by the Consecrated Ground. At high levels, opening combat by one-shotting an enemy or two with Charge, felt viscerally satisfying. And it's the only character I played for whom I cared to regularly craft consumables (Potion of Deleterious Alacrity of Motion FTW!).

 

Seconded. Great single target damage and it's still very robust.

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Yes. As boring as possible.

 

The design goal for PoE2, I think you'll find, is to accurately recreate the properties of oatmeal in digitized form specifically with regards to Fighter. You might not think that oatmeal can be rendered down to 0s and 1s, but just you wait.

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Okay, you guys have a point. The Rule of Cool is very important. While I don't think fighters lack as a class, I don't often roll a fighter as my main character since they do have less cool abilities.

 

Reading your suggestions, I think unique attack animations might be the best solution. If I know my monk will do some wicked kung-fu moves, or my fighter will do an awesome sword combo, I think that's already some more motivation to play them over the spellcasters.

Accurate. Remember, wizards don't just have lots of versatility, they've also got all those cool flashy effects going on all over the screen! Fireballs and lightning bolts and walls of force. Even their basic attack is this cool ball of crackling energy that explodes! Fighters just kind of stand their and hit things with the same basic animation over and over. It's not nearly as visually appealing.

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