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Secondary Class implementation |
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11-18-2010, 09:28 PM
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#1
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Gem Pouch Expert
Raith is offline
Join Date: Jul 2009
Location: depends on who wants to know.
Posts: 392
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Secondary Class implementation
OK so secondary classes is supposed to be coming up.... here's my 2 cents on how to implement it:
Primary Class is the one you pick at the beginning, it determines your CA, and your initial class bonuses.
At lvl 50, Secondary Classes become available. Upon reaching level 50, everyone automatically gains the Adventurer class as their secondary class.
Secondary classes add full class bonuses, but do not add a CA (your initial one is the one you get). Class bonuses do not stack as if they were auras. When two class bonuses compete, the better of the two takes effect - meaning if you were a ranger and a druid, for instance, the druid bonuses would render the ranger green bonus obsolete. Both your primary class and your secondary class are based from your CE/CS.
The Seer now gives you 2 new options:
1) for 5 Timecards, you can swap your secondary class. Since all classes automatically receive the Adventurer class to begin with, you do not need to use this option. You may change your secondary class as many times as you wish, re-paying the 5 TC price each time.
2) For 11 Time cards, the seer can reset your CE and CS stats to 0, and allow you to change your primary class. This will change your CA. You may still reroll for free per normal rerolling. This will allow players who have been screwed by major game changes (lets be real... this has happened. Some ppl picked gay classes, but others picked a class without being able to expect some of the changes that happened) to pay TC's to change classes as well as builds. It will reset CE/CS to prevent exploiting by those who just want to spend $$. For those who want to change classes but don't want to spend 11 TC's, rerolling is still an option.
This will allow people to experiment with Secondary classes without threatening their whole char, and allow people with 20bil XP who picked their class based off one Nod setting to adapt. The old "it's unfair to those who worked hard to build their class" is bull**** and everyone knows it. This option, I think, stays fair to those who don't want someone to simply spend enough $$ to stay on top of the best class.
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11-18-2010, 10:07 PM
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#2
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Epic Scholar
Huggles is offline
Join Date: Aug 2010
Posts: 4,845
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no. just no.
5 TCs to get secondary classes active, and a level 50 requirement for that? HELL NO!
I like the idea of changing class but i have a better idea: pay 20 dollars for a class change, or 4 TCs. CE and CS are both halved in exp. going down to 0 from 100 in two skills would SUCK HARD PISTACHIOS!
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Originally Posted by Huggles
Old Delay/(1+haste%) = New Delay
For slow effects, use the slow % but as a negative.
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Last edited by Huggles; 11-18-2010 at 10:12 PM..
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11-18-2010, 10:09 PM
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#3
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Seer's BFF
Thomas Jordan is offline
Join Date: Nov 2009
Location: Louisiana
Posts: 740
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Nicely thought out concept.
TJ
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Originally Posted by Glitchless
Confirming TJ correct.
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11-18-2010, 10:55 PM
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#4
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Seer's BFF
Migleyy is offline
Join Date: Feb 2010
Location: Buffalo
Posts: 639
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I have to agree with Hugglehead here...
I don't think there should be a level restristion on 2nd Class.
There is no way in hell i wanna pay 5 TC's to get rid of adventurer class.
We should get to pick out 2nd Class.
The Reseting Primary Class has been brought up before and shot down.
The 5 or 4 TC's or a Set Gold Amount to change 2nd Class (only) is ok.
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11-18-2010, 11:35 PM
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#5
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Gem Pouch Expert
Raith is offline
Join Date: Jul 2009
Location: depends on who wants to know.
Posts: 392
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thing is, Heroic is already available at lvl50. This isn't repressive to low levels, it just realizes that class bonuses mean far less early on than they do end-game. Outright class changes have indeed been shot down before, but at this point the logic behind it is totally flawed. You can't ask players to 'adapt to our game changes' yet limit their ability to adapt when you make major changes in balance and approach to certain classes.
And yes, Huggle, resetting CE/CS to 0 would totally suck... but that's the point. It's there so revamp a build, not change at will. This makes it a major decision, not a trivial OH LET'S BE AN ANGEL OR W/E decision. That's why 11 TC's in better imo than a 4 or 5 change.
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11-19-2010, 12:32 AM
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#6
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Seer's BFF
StormGuardian is offline
Join Date: Aug 2009
Location: athens GA
Posts: 744
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I like this idea...well thought out as TJ said, but I'll offer a few thoughts/suggestions.
First off, I mentioned the idea of class bonuses being 100%(for both) and not stacking in one of the other threads...but the more I think about it, I don't like it. Reason being that a lot of caster and melee classes overlap(mainly WM or DK), and it would cause almost all casters to add either priest or angel, and angels and priests to add some offensive class, in a sense making all casters both offensive and defensive/healer hybrids. For melee, same case...warrior and rogue would work nicely(in theory) but WM and DK would have limited choices, mainly vamp or BM...again leading to a massive Bm/vamp/melee group. Basically causing Nod to dwindle to fewer specialist types. Without them stacking, there aren't a lot of options for those 2 to go. On the other hand, archers can easily do archer/ranger, or add a caster class for a hybrid, and would benefit the most from the widest amount of choices. But then again, it might be better than the new archer gem balance wise...who knows? There are however, a few combinations that would come out nicely imo, such as tactician/guardian for one. The "perfect" tank perhaps?
As for the 2ndary classes and how they're added/chosen tho, lets get real, it's very unlikely that you will decide those @ lvl 1 as some people seem to want. More than likely this is something for capped players to keep them playing.
Personally, I like the idea of a certain quest, based off of what class you want as your 2ndary. Once chosen, it would "unlock" 2ndary CE/CS @ lvls say, 40/60 or 60/80, and give you 2 more stat skills to raise. If you wanted to change your 2ndary class, you would simply do a different quest(for the class you wanted to change your 2ndary too), and then 2ndary CE/CS would be reset, and you would start that again. That would allow multiple options or people to check out different combos. That way changing 2ndary class wouldn't be a $$ option, and anyone could do it, knowing it would require more work to gain the 2ndary class bonuses...which would make fewer people want to keep re-picking.
I definitely agree with one CA(possibly a toggle option as I mentioned in a diff thread), as getting 2 CAs would just make arena a crapshoot with angel abilities. The 11 TC for changing primary is a nice idea too...although I don't think it'll happen.
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11-19-2010, 01:09 AM
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#7
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Epic Scholar
hotshot64 is offline
Join Date: Sep 2009
Posts: 5,068
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Quote:
Originally Posted by StormGuardian
I like this idea...well thought out as TJ said, but I'll offer a few thoughts/suggestions.
First off, I mentioned the idea of class bonuses being 100%(for both) and not stacking in one of the other threads...but the more I think about it, I don't like it. Reason being that a lot of caster and melee classes overlap(mainly WM or DK), and it would cause almost all casters to add either priest or angel, and angels and priests to add some offensive class, in a sense making all casters both offensive and defensive/healer hybrids. For melee, same case...warrior and rogue would work nicely(in theory) but WM and DK would have limited choices, mainly vamp or BM...again leading to a massive Bm/vamp/melee group. Basically causing Nod to dwindle to fewer specialist types. Without them stacking, there aren't a lot of options for those 2 to go. On the other hand, archers can easily do archer/ranger, or add a caster class for a hybrid, and would benefit the most from the widest amount of choices. But then again, it might be better than the new archer gem balance wise...who knows? There are however, a few combinations that would come out nicely imo, such as tactician/guardian for one. The "perfect" tank perhaps?
As for the 2ndary classes and how they're added/chosen tho, lets get real, it's very unlikely that you will decide those @ lvl 1 as some people seem to want. More than likely this is something for capped players to keep them playing.
Personally, I like the idea of a certain quest, based off of what class you want as your 2ndary. Once chosen, it would "unlock" 2ndary CE/CS @ lvls say, 40/60 or 60/80, and give you 2 more stat skills to raise. If you wanted to change your 2ndary class, you would simply do a different quest(for the class you wanted to change your 2ndary too), and then 2ndary CE/CS would be reset, and you would start that again. That would allow multiple options or people to check out different combos. That way changing 2ndary class wouldn't be a $$ option, and anyone could do it, knowing it would require more work to gain the 2ndary class bonuses...which would make fewer people want to keep re-picking.
I definitely agree with one CA(possibly a toggle option as I mentioned in a diff thread), as getting 2 CAs would just make arena a crapshoot with angel abilities. The 11 TC for changing primary is a nice idea too...although I don't think it'll happen.
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I would say make level 80 a minimum level to add your second class, and have a quest required to gain it. That would help prevent extremely OP low level alts, and make end game a little more interesting compared to the rest of the game.
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