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Monoclassing Idea: Unique Innates
#1
Greetings, I play Sigrogana from time to time and have never been to the forums, but I made an account especially to introduce an idea that was discussed yesterday. It is about how monoclassing in Sigrogana Legend is bad in almost every way compared to multiclassing. I understand that multiclassing is a great thing, but if you give people the option, why not make all options a path that can be followed without being seriously handicapped?

With that in mind, I participated in a discussion yesterday about how to make monoclassing not suck, and the idea was that changing how monoclassing works or giving bonuses through traits was not the way to go. Instead, it was discussed that all classes needed to have their own bonus for monoclassing, most likely coming in the form of a sort of innate skill that you get by default (Without spending sp).

In this way, it would somewhat make up for the innates and bonuses a subclass gives you, without draining your precious sp or trait points.

Such bonuses would apply to all classes, including base classes. The idea is that base classes would recieve a passive that is a lot more general, while advanced classes would recieve a skill that almost changes how the class works, in a way that wouldn't be over the top, simulating the strength of having an additionnal set of innates and skills.

An example of this would be, maybe, giving the soldier class an innate that, say, would allow him to regenerate an additionnal 1% of his health per round, as well as allowing him to never suffer from penalties from any armour or weapons.
While, on the other hand, Black Knights could get a buff at the end of their turn if they did not walk this turn. That buff could be an increase to defenses, coupled with being impossible to move from that spot by external sources. In addition, enemies surrounding the black knight while the buff is active need to pass a roll to know if they can escape his "towering presence". It would encourage the use of skills like hanging and towering to move around, maving it feel more like a chess game.

These ideas are obviously not polished, but I think you can get the idea. Basic innates would be about granting an overall buff to the class, while the advanced class innate would bring another level of depth to the playstyle of the class.

Thank you for reading! I'd be glad to discuss and make this whole idea better. (altough I'll be gone for 2 days)
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#2
I could see this working by altering already present skills. Let's take the Soldier example you gave, they already have the innate 'Tenacity' which regenerates up to 3 HP every Round.

I think it would be simple to add a stipulation, something like:

'If you are monoclassing Soldier or a Soldier promotion class, you'll gain the following bonus: Instead of regenerating Rank HP, you'll regenerate Rank% HP (min. Regen = Rank).'

Of course, having worthwhile ideas for every class will take time and it's going to be more difficult for some classes.
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#3
I would like to make monoclassing as appealing as dual classing if possible, although obviously the benefits of dual classing are rather large, perhaps too large to make monoclassing ever really seem like a great idea. One way I thought about doing this, once upon a time, was by making the skills of the base class only active for the main class; so, for example, if you were BK/Kensei, you'd get the skills of Soldier, BK, and Kensei, but not Duelist, because Kensei was your subclass.

I think there is some merit to making certain skills stronger if you monoclass, as well.
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#4
I would like to see general benefits, such as making offensive skills 10-15% more damaging, making positive effects last a turn longer on self and/or allies, and making the classes preferred weapons do 10-25% more damage.

However, I would also like to see unique-to-class bonuses, as suggested in the original post, as well, such as Sly's suggestion with Soldier, and making Engineer's bots last twice as long (since monoclassing means it's the only thing they work on, perhaps), a bonus to resistance of the last spell type you used for Mage and Mage promo-classes (or maybe even resistance to its opposing type!), etc.
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#5
I like the ideas posted, except Dev's one about the subclass base class skills since it makes no sense to not have the fundamentals for the subclass. We just need to make monoclass better instead of making dualclass worse.

Even then, people would still just grind as whatever and go monoclass at higher levels.

We need something similar to Style Blending for monoclassing. Some benefit to actually grinding as one class. At the same time, due to the nature of some class growths, we can't just make Style blending work for monoclassing either (Imagine being able to double up on those 50%s) Perhaps some kind of re-adjustment system (Example: Able to take stat A growth and swap it with Stat B growth) to allow monoclass tp fully capitalize on it's entire skillset? (Such as how Ghost, Monk, and VA all have multiple will based skills with 0% will growth, for example) could be an option; they'd still be weaker overall but it could enable some unique builds we can't get with the current class combos?
*loud burp*
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#6
I am not exactly sure on the issue of growths, but it still is present. Since everyone takes style blending automatically, maybe we can have something that is almost as strong but spreads the growths in the areas that aren't the strongest.

I like Slydria's idea, but it might be annoying to be forced to take a certain skill for it to be good especially since you already have sp problems.

I don't know about the idea of not getting the base class innates if you're subclassing, since it would still be quite hard to balance everthing out, and wouldn't make it much more interesting or unique. Some builds would probably still be almost as strong. A good thing about the innate is how easy it is to balance; all you need to do is change the skill itself.

On the subject of having general bonuses, I think it might work but would be a slightly boring way to balance it (and evokers would be a bit op with that buff I think). I like the idea that someone who is specialised in something can bring out incredible potential from the abilities he has, thus allowing him to be almost as unique as the others who use many skillsets. (Think of it like how rock lee brings taijutsu to a whole new level, but certainly not in a boring way). I do like your buff ideas, especially the evoker one! It sounds like an awesome way to have them use many elements, and vary their spell usage.
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