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View Full Version : Din's Curse Expansion-New Class Poll


DeathKnight1728
05-14-2010, 06:55 PM
I decided to see what people would think of which class to choose from. I have it down to 4 choices with the last being anything you want. Here they are:

Monk, Bard, Demon Hunter, Other.

Also, I would like this thread to be for discussing why you chose what you did, and for what your idea behind the specific class is. That way we can use everyone's ideas to make the next class badass!!

GeorgiaBoy
05-14-2010, 08:13 PM
Monk, since it would be easier to implement in a single player setting. Although, showing my age, I always played a Bard in the Bard's Tale Trilogy...

GB

TheRani
05-14-2010, 09:11 PM
I'm leaning towards Monk for this one, but I would certainly like to see Bards added in another expansion.

I think it'd be cool if Monks had cool melee fighting skills and were proficient with Knuckle weapons (which would need to be added) and with Staves (which are already in the game, but nobody is particularly skilled at fighting with them yet). Mastery skills could be added for both weapons. Knuckle skills could be focused more on punching moves with crushing blows and stuns and very fast attacks, and perhaps a nice Hadoken/Kamehameha type of ranged attack, too :) Some cool kicks and throws would be nifty, which could have some nice knockback effects. Being able to throw an annoying enemy clear across the room from you, and then follow up with a Hadoken and a flying kick would be fantastic ;) Things like Dodge and Evade would go well with Monks, and the ability to Parry when wielding a staff would be spiffy, too.

For the more mystical monk powers, there could be spells of the Jedi mind-trick variety, and perhaps ofuda-flinging abilities that let them seal the abilities of monsters (stun) or ward them off (think in terms of an object you set on the floor that makes all enemies run away from it for so many seconds - valuable for protecting yourself or an NPC who's being swarmed), or cause holy damage.

DeathKnight1728
05-14-2010, 10:00 PM
I like the ideas so far. The monk seems to be the most wanted, although the bard has no votes yet. I think the bard would be my 2nd vote. It's just hard to pick them because it would be very hard to implement the songs, and the confusion/deception aspect of it, from my knowledge.

Aside from that, I think the monk would be even cooler if there was like a perfect self skill that cost like a lot of points to get. Once you get it you become one with your spirit and what not, kind of like the real monks but to a greater extent. This skill would raise resistance to magic damage and other defensive abilities. I dont know, just a thought.....

Their Wrist gauntlets....would own, and like TheRani said stunning blow and extreme quickness would be the monks main attributes. Maybe since spirit is going to be a highly needed ability for a monk as well, you could make it so that each point is like .1 better chance of stunning blow. It would definitely give the spirit attribute to a class other than the priest and druid. And stunning blow is actually more powerful.

Heinosity
05-14-2010, 10:03 PM
My vote is definitely for some kind of an evil character on the side of demons. I would like to see a demon class of some sort. As I stated in a previous thread I have no idea how to fit it in to the storyline, but Shadow said there are plans for some evil characters. There were no details, but I'm sure whatever it is will be kewl either way.

Although I don't exactly hate the idea of monks and bards...that's pretty cool in it's own way too. I would just like to see something a little different.

I love this game, to a hack n slash junkie like me it's like crack, lol.

DeathKnight1728
05-14-2010, 11:04 PM
The demon hunter was my 3rd pick. But though that may be true, it would be cool to brainstorm and see what would work with it. For one, it would fit in with the story that shadow said he would do. The only question is how.

-1)Martyr-The martyr class to a demon hunter should be focused on brutal fighting skills up close. This will be like the weaponmaster type class with a twist: He will dual wield (Any weapon!) and have auras. I know maybe it cant be done, but if it could, it would be awesome. Throw in a high parrying amount since that will be this chars defense and you have a pretty offensive char. To top it all off he will auras which make him sort of like a paladin.

-2) Hidden Slayer-This type of class will be defensive and at the same time offensive as well. Defensively, it will allow the character to camouflage itself with its surroundings in order to stay out of sight. While camouflaged, you can not be found no matter what. When the character moves he gets 3 seconds before he is found and to land an attack which will have increased damage and ability to stun. This character will sort of be like the hunter mixed with the trickster. The Hidden guardian will also have offensive capabilities too. He will be able to mark a creature and thus make him easier to damage and better chance to hit. With other mark type abilities. He will also have a few attacks as well, though they are faster than the martyr's and rely more on speed.

-3???

I'm stuck on the last one. I need some time to think. I will say though, i like where it's going.

Cadfan
05-14-2010, 11:25 PM
I don't care as long as its weapon based. This is for two reasons.

1. Weapon classes in these games are better designed. They encourage the use of diverse sets of skills, while spellcasters are encouraged to use only one skill. A typical melee build in the "post your build" thread tends to have a around 10 or more skills, while a typical spellcaster has 2 or 4.

2. Weapon classes will be compatible with other classes in the hybrid system. Spellcasters have lower compatibility, and a class that uses a completely new attack form, like unarmed, will have minimal compatibility.

Jorlen
05-15-2010, 01:16 AM
Weapon classes are nice because weapon slots have a big impact on their DPS. So it's not only pumping skills and stats, it's about finding that crazy weapon which makes it more challenging. I'd love to see a monk class added. Unarmed but can also use blunts (staves and maces). Leather armor, with a nice boost to defensive based on dexterity.

One of the trees could focus on some basic heals and buffs, mostly self-heals and buffs (because the priest classes do the group stuff) and other trees could be offensive / defensive in nature, with some spiritual stuff added as magic based skills. Lots of room to play with.

Caal
05-15-2010, 01:24 AM
I was going through the character classes in dungeon crawl stone soup, and what seems to differentiate a number of the character types there is specialization. Developing another full class or two would be great, but I was also wondering about adding single skill trees, unaffiliated with a particular character type, designed for hybrids, that add particular specializations, such as poison magic, transmutation, summoning, etc.

DeathKnight1728
05-15-2010, 04:23 PM
That might be a good idea. Plus you are right about the poison magic line. There is no tree for that on any mage. You could also add something like a swashbuckler, a fighter/thief hybrid that dual wields. And maybe even something else. So give us 3 subclass hybrids to choose from. Is that what you mean?

Caal
05-15-2010, 06:28 PM
That might be a good idea. Plus you are right about the poison magic line. There is no tree for that on any mage. You could also add something like a swashbuckler, a fighter/thief hybrid that dual wields. And maybe even something else. So give us 3 subclass hybrids to choose from. Is that what you mean?

The basic idea was instead of trying to design a full class with three coordinated skill trees, why not have a series of specialist subclasses, with one skill tree each. So for example, there might be a "poison specialist" or "swashbuckler" subclass each with a single skill tree. These specialist subclasses could then be used as part of some new, interesting hybrids, like swashbuckler/thief, or poison specialist/hunter. Two specialist subclasses could even be combined to form a hybrid.

So if someone has a really good idea for a skill tree, it would not be necessary to come up with two additional skill trees just to make a full class, just hybrid that specialist with something else.

TheRani
05-15-2010, 07:50 PM
Doesn't the necromancer already do the poison thing what with Blight and all?

Caal
05-15-2010, 08:09 PM
Doesn't the necromancer already do the poison thing what with Blight and all?

Yes he does. I was trying to give an example of how a subclass might work, not necessarily propose an actual subclass. Sorry for any confusion.

DeathKnight1728
05-16-2010, 02:31 PM
I think that whatever Soldak does for classes should be something that is different. So if they do a monk, make it different, and unique from diablo's. The same goes for all the other classes. Wanna make the game with subclasses, cool...just make them different, unique and diverse to the other combinations.

Besides that, so far everyone is voting for the monk with 2nd being the demon hunter. It's good to get votes for the main classes that everyone wants. However, I'm hoping that we can get a few more other votes so we can get new ideas to talk about and new possibilities to brainstorm.

DeathKnight1728
05-25-2010, 11:48 PM
I almost forgot about one of the classes that might be fun. What about a blademaster that dual wields swords (think Drizzt). It could work since they had that in Kivi's Underworld and it worked there. Something like a kensai or a sword saint. Does anyone have any thoughts on that?

graffen69
05-26-2010, 12:26 PM
I almost forgot about one of the classes that might be fun. What about a blademaster that dual wields swords (think Drizzt). It could work since they had that in Kivi's Underworld and it worked there. Something like a kensai or a sword saint. Does anyone have any thoughts on that?

From what i read on other game threads, Steven actually had double wielding on his to do list, but for whatever reason it didnt make it into DC. As much as i like to see this in a feature expansion as well, i just dont think its feasible since it would have an enormous impact on hybrid combos not to mention the combat system as a whole.
Maybe something for a potential new game?

svetlano
05-26-2010, 01:00 PM
I'd like the Bard most of the classes listed here.

Possible subclasses:

- Musician
- Jester
- Tamer/Charmer

Viliki
05-26-2010, 08:25 PM
I'd like the Bard most of the classes listed here.

Possible subclasses:

- Musician
- Jester
- Tamer/Charmer
Very appealing set of classes, at least the idea, now the point is what skills behind each subclass.

EDIT: About dual sword I don't think it would be a good idea to keep some balance with classes with no shield and no double weapons.

DeathKnight1728
05-26-2010, 09:31 PM
Quote:
Originally Posted by svetlano
I'd like the Bard most of the classes listed here.

Possible subclasses:

- Musician
- Jester
- Tamer/Charmer

I like these ideas. I have come to think of something different than my original ideas. I think it should be like this:

1-Blade. Kind of like a suave swashbuckling agile sword master. The difference between the warrior and the blade is that the blade relies more on dexterity to strike than strength.

2-Jester. Is like the trickster, very deceptive while wielding daggers. But unlike the trickster, the jester can also turn enemies against each other with the flick of a string. This is like the trickster, but magnified much higher. This class will be very defensive and at the same time offensive. There should some kind of an aura that makes it harder to detect your presence. Like light touch, but you only get like 2 minutes of it.

3-Minstrel. This is the charmer that you mentioned. This class is like a mage but instead of spells, uses songs for pretty much anything. Haste, damage, attack, defense. Those are some of the buffs. For offensive, there should be deafening songs some of which stun, damage, and hinder. And other songs, if close enough, let out an explosion of noise which can kill.

These are all i could come up with but i will say this, no matter what class they make. They should follow the format of warrior, rogue, mage. That way it is diverse, has all the 3 basic classes, and is able to mix well.

svetlano
05-26-2010, 11:16 PM
Very appealing set of classes, at least the idea, now the point is what skills behind each subclass.


Bard:


- Musician -

The skill tree is based almost only on songs,
Each song produces a different area effect, you can have only one song always active at a time.

Examples[, (just crappy names)

March level 1 - Increase visible friendly units standard walking speed by 5%.

Song of restoration level 1 - Visible friendly units gains 1 hp point every 2 seconds

Chilling Harmonies level 1 - Visible friendly units gains 1 mana point every 2 seconds

Untuned flute blows level 1 - Makes all monsters in the current area feel confused, their movement speed is reduced by 10%, attack speed is decreased by 2%, casting time is increased by 2%.

- Jester - It's funny, the monsters are just inclined to like him. He tries to approach monsters with fancy tricks and kills them treacherously with stunning blows, critical strikes, and poisoned/flaming/exploding gifts. It's a kind of non stealthed trickster, but he is forced to do automatically a success check, everytime he tries to approach monsters: If will fail, he is attacked normally and can't use surprise attacks.

- Tamer/Charmer - With strong litanies, can tame beasts and charm monsters to fight by his side, these allies do level just like him, can get equipped, healed, renamed and revived also. (some skills related to this)

Traitor lvl 1 - Charms one enemy, forcing him to attack his allies, lasts 30 seconds or until the charmed enemy dies.

Pack taming lvl1 - forces a pack of creatures of the same target type, in the nearby target area, fighting for the tamer for 30 seconds.