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New Class Ideas (Rough)
#1
Do we -NEED- more classes? No. Would it be FUN? Would it diversify battles, allowing more unique RP, and add new options to character builds you just couldn't quite manage before? Many much yes.

Here's a few rough ideas for new and exciting classes.


Base Class: Tracker (Axes, Bows, Guns)
Promoted Classes: Sniper, Geomancer
Gimmick: Mucking with terrain, creating healing glyphs/ mana crystals, placing pitfall traps, creating impassable terrain, etc. Snipers would be a long-range, low-move specialist ranged class, the polar opposite to the magic gunner, using terrain to slow foes and boost hit. Geomancers would deal magic damage based on the terrain they've placed.

Base Class: Tamer (Spears)
Promoted Classes: Beastmaster, Morpher
Gimmick: Capturing and taming monsters. A beastmaster would bring out the best of it's beasts via supportive buffs and the like, while a morpher would transform into them to grant full control to the player. Monsters would need to be trained like youkai. Different races could also have different affinities for different beasts, allowing cross-skill morph use (Example: Leporidae morph into vorpal rabbit can use Rabbit Leap)

Base Class: Alchemist (No innate weapon)
Promoted classes: Spitfire, Herbalist
Gimmick: Using a mechanic similar to Essence/Ki/Magic Bullets/Void Energy, they would gather materials on the battlefield and brew concoctions for fun and profit. Every turn they'd salvage a few items nearby, and could use M to look for more iitems if need be. These crafting materials would be exclusive to their skills. One promotion would specialize in offense (Buffs, Bombs) while the other would be more supportive (Debilitations, Recovery.)
*loud burp*
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#2
[Image: disgaea2155.jpg]

BEAST MASTER.

APPROVAL OF USING MONSTERS IN NEW WAYS.
[Image: 728daabd1d06463d4458817a55e80d3f09da5d88.gif]
            "Nothing good ever comes of her laughter. And she's always laughing."
[Image: ae1249ba537fe4f2c0b55eeb8655f8744028e0f7.gif]
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#3
I really like these ideas. But what stats do you think the classes would be based on? I was planning to just suggest some for them, but I'm more curious about how you envision them.
[Image: latest?cb=20150618145649]
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#4
"[url=http://www.neus-projects.net/viewtopic.php?p=7662#p7662 Wrote:RoboCat » Mon Jun 08, 2015 3:45 pm[/url]"]I really like these ideas. But what stats do you think the classes would be based on? I was planning to just suggest some for them, but I'm more curious about how you envision them.

I'm more interested in throwing ideas for Dev to draw from out there, and letting Dev do Dev's thing from there, myself. While it would be nice to see our "ideal" growths, I'm sure Dev has his own opinion on it, and any ideas we submit are subject to change, so... *shrug*


Here's another one I forgot to list

Base Class: Enchanter
Promoted Classes: Warlord, Sentinel

Gimmick: A rounded jack-of-all-trades who merges all their skills into a single cohesive moveset, using magic to enchant their equipment rather than enchanting people like many other classes, and then pushing their combat skills to the limit. The base class would get weak spells to convert a portion of their normal attack damage into an element (Think the Dragon Swords, but only a partial effect, and changeable mid battle) and weak spells to grant their armor various gimmicks such as auto-recovering 10% of the damage recieved. The Warlord promotion would be the Melee Equivalent of the Evoker in terms of raw damage output compared to other melee classes (Such as passives to increase weapon power when the off-hand slot is empty to represent two-handing, skills to boost the multipiers of elemental weaknesses you hit, and devastating Melee skills, while the Sentinel would focus on both defensive buffs and enchanting the weapon with ailments instead of elements, losing a portion of your damage for causing ailments. (Example: 80 damage = 60 damage + Level 20 Burn, instead)
*loud burp*
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