Delnar_Ersike
Coal
- Joined
- Jan 25, 2012
As I hinted in my whitelist application on the Minecraft forums, Herocraft's classes need a bit of a rework. For now, I'll only touch combat classes. Before anyone asks, my character is a rogue on his way to becoming a Ranger. And no, this isn't a "WoWify" suggestion list at all.
First things first: instead of 16 combat classes, there should be 12. There are multiple reasons for this one, but it all boils down to two factors: a) with fewer classes, it should be easier to differentiate between classes; and b) 12 is known to be a sort of "magic number" game design-wise, as it allows enough complexity in the system while still being easy to grasp. I'll go into further detail if anyone asks. This means a couple classes need to go, and if you're still interested, read on.
- WARNING: Long Post Incoming! If at any point you think to yourself "TL;DR", then skip to the section containing your own class and only read that -
Changes to the basic combat classes:
Changes to Thief subclasses:
Changes to Caster subclasses:
Changes to Healer subclasses:
- End of Long Post -
Remember, all numbers can be tweaked, it's the ideas that count. If you have feedback, especially constructive criticism, please post it in the comments below.
Also note that these suggestions are based on the information in the Herocraft wiki and my personal experiences with both online and offline RPG's in the past (way too many to list here, but if anyone's curious, I could try listing them), as well as a couple MOBA's (DotA, DotA2, LoL, and HoN). The only PvP and PvE I've encountered on this server so far are a group of three Warriors forcing me out of my dirt hut about 30 minutes into playing on the server and a lonesome Ranger jumping me with a Diamond Axe after I barely survived an encounter with two Creepers (don't know why he wanted the stone tools I was carrying at the time, but oh well), so I'm probably the last person who knows anything about how the class balance is in actuality versus on paper.
If this ends up becoming popular (and possibly implemented by Kaizo and Team? One can only dream...), I could also move onto noncombat classes.
First things first: instead of 16 combat classes, there should be 12. There are multiple reasons for this one, but it all boils down to two factors: a) with fewer classes, it should be easier to differentiate between classes; and b) 12 is known to be a sort of "magic number" game design-wise, as it allows enough complexity in the system while still being easy to grasp. I'll go into further detail if anyone asks. This means a couple classes need to go, and if you're still interested, read on.
- WARNING: Long Post Incoming! If at any point you think to yourself "TL;DR", then skip to the section containing your own class and only read that -
Changes to the basic combat classes:
- Rogue's "Bite" Skill renamed to "Maim" (who in their right mind bites their opponent in melee combat?), the skill itself is unchanged.
- Rogue is renamed to Thief, while Thief subclass is renamed to Rogue. It just seems more appropriate that way, but if you don't like it, fine.
- Warrior's "Bite" Skill removed. Instead, they get a passive called "Conditioning" that increases the % of damage mitigated to armor, as well as increasing speed when blocking with a weapon (not to non-blocking speeds, though). They are, after all, supposed to be tanks, no?
- Caster and Healer "Scan" Skill removed, instead "Fireball" and "Smite" are split into two levels: at level 1, Fireball deals only 8 damage but consumes 10 MP, while Smite only deals 7 damage but consumes 15 MP. When the "Scan" skill should be acquired, both "Fireball" and "Smite" increase in power to 14 DMG/15 MP and 10 DMG/20 MP respectively. However, because I think Healers need a bit of early offense (as up until level 10, they are worse than Casters in every way except for their ability to wield Diamond Hoes, which does not make up for having a lower DMG but higher MP cost and higher CD skill), Smite deals double damage to the Undead (Zombies, Skeletons, Pig Zombies, Spider-riding Skeletons).
- Another possibility would be to add "Scan" to all classes with a level requirement of 1. A third possibility would be to integrate it with the Ranger's "Track" skill, because IMO, the Ranger is the only class who would make use of "Scan" regularly.
- All subclasses gain "Conditioning" at level 1
- Samurai is removed.
- Reason: Of all the Warrior subclasses, the Samurai seemed to be the least Warrior-like and more Rogue-like than anything else. Not only did the Samurai have the least amount of skills, but they appeared to be, if anything, mainly against Casters, once again making the Samurai seem more Rogue-like than Warrior-like. In addition, the essential functionality of the Samurai as a pure damage-dealing Warrior was already implemented in the Dragoon. As for pure Sword damage, we already have the Ninja and the old Thief.
- To compensate for Samurai removal, Dreadknight's Damage is up'ed to match (or go above) Dragoon's. As a result, "Cleave" is now unique to the Dragoon. If Dreadknight becomes to overpowered, change his HP/level to 0.55 and his base HP to 85.
- Dreadknight's "Endurance" skill changed to "Pain Mirror". Instead of dealing and taking less damage, "Pain Mirror" reflects a % of all damage onto an area around the Dreadknight, similar to the way "Reflect" works, but instead of reflecting the damage to the source, the damage is reflected onto all units in an area around the Dreadknight. This makes the Dreadknight more offensive, as well as make "Endurance" unique to the Paladin. "Pain Mirror"'s level requirement changed to 35 to match Paladin's "Endurance".
- Dreadknight's "Become Death" skill changed so Undead can still be taunted to attack him, but still deal no damage.
- Paladin's "Shield" is renamed to "Holy Shield": when blocking for more than 0.5 seconds, drastically reduces the amount of damage taken. The 1 second rule is so quick-blocking doesn't trigger the effect.
- Dragoon gets "Battle Trance" at level 45 (an offshoot of old Samurai's "Bladegrasp"): For 1 iron ingot, all melee damage is drastically reduced for a duration or the next x melee attacks (amount TBD). For balance, all Dragoon skills' damage is slightly reduced (amount TBD, once again).
- Dreadknight's "Soulbond" skill is removed, making the skill unique to the Paladin.
- Dreadknight's "Curse" skill buffed with an additional effect: while the spell is active, the next skill the enemy uses will fizzle (the skill will do nothing, but MP is expended and CD is activated). For balance, "Curse"'s duration is reduced.
Changes to Thief subclasses:
- All subclasses now gain "Maim" at level 1.
- Bard is removed. Some of his auras will be passed onto the Healer subclasses.
- Reason: the Bard is a jack of all trades but a master of none. This means two things: 1) none of the Bard's abilities were original; and 2) this class is anything but Rogue-like. More than anything, due to the Bard's auras and lack of strong offensive capabilities, he seemed more Healer-like than anything else. Bards are also the least popular class among all Rogue subclasses.
- Rogue can now use Bow, but at much lower (depending on balance, half, third, or quarter) efficiency compared to Ranger.
- Ranger's "Barrage" skill removed.
- Ranger's "Arrowstorm" skill replaced with "Power Shot": the next arrow shot will have 10x lower drop speed, pierce targets, and deal a LOT more damage (amount TBD).
- If "Power Shot" cannot be coded into the game, an alternative would be "Bursting Shot": the next arrow shot will deal a LOT more damage and will spawn a "Barrage"-like arrow storm from the target (these arrows deal normal damage, though).
- Ranger's "Ice Arrow" replaced with "Entangling Shot" (gained at level 30): the next arrow will Entangle the target, which means movement speed is reduced by 100% for 1 seconds, then is slowly restored over the next 5 seconds. Both durations can be tweaked for balancing purposes.
- Ranger's "Fire Arrow" replaced with "Burning Shot": the next arrow that hits will set the target on fire if target is not on fire. If target is already on fire, resets the burning duration.
- Ranger's "Tame Wolf" skill's level requirement lowered to level 40 and "Farsight" to level 50.
- Ranger gains "Poison Shot" skill as compensation for not having Assassin's Blade: the next arrow will poison the target, dealing 1 damage every 2 seconds for 10 seconds.
- For balance, Ranger can no longer use Diamond Axes. They can still deal massive damage with bows, but, like Casters and Healers, should not also be competent in melee as well.
- Ninja's "Blackjack" skill removed, skill is now unique to the Rogue.
- Ninja gains "Leap" skill as compensation for losing "Blackjack": the Ninja's next jump will be 3x (amount can be tweaked) as high. Using Leap while "smoked" does not remove invisibility.
- Rogue's "Tumble" skill removed, skill is now unique to the Ninja within the Thief subclass.
- Ninja's Sword damage lowered. To compensate, Ninja gains a passive called "Ambush" at level 45 that increases sword damage when attacking from a fall based on fall height.
- Rogue gains "Grapple Shot" skill as compensation for losing "Tumble": For 1 string, the next arrow shot will pull the Thief to the block it was shot into, within reason. The mechanics of the skill is "borrowed" from another Minecraft Multiplayer Server/Mod, Supernaturals, though the idea is from the Thief series.
- Here's a demonstration video of the mechanics; note that Spout is not required:
- Here's a demonstration video of the mechanics; note that Spout is not required:
- Rogue's "Pickpocket" skill changed to also steal gold and chance of success increased if stealthed.
- Rogue gains "Flashbang" skill at level 45 (yup, another idea from the Thief series): for 1 item (TBD, but probably gunpowder), lightning effects happen in rapid succession and deal minor damage within a small area for a duration (TBD) around the Rogue's location at the time of him using the skill (I can only imagine this to be extremely disorienting and/or annoying).
- Rogue's Sword damage lowered to compensate for all the buffs he received.
Changes to Caster subclasses:
- All subclasses lose "Scan" at level 1, but gain "Consume" at level 1 (according to wiki, Necromancer and Beguiler did not have "Consume")
- Wizard is removed, but Geomancer is renamed to Wizard. As a result, "Mana Shield" is unique to the Beguiler.
- Reason: The Wizard had the same role as the Geomancer in most cases, the only exception being teleport spells. However, other than teleport spells, the Geomancer, IMO, triumphs over the Wizard: their offensive capabilities are similar, but none of the Geomancer's skills have casting times, many of the Geomancer's skills have either a burning or slowing effect, the Wizard's spells are more mana-heavy, and the Geomancer's defensive skills are far superior to the Wizard's.
- Wizard's "Reflect" is removed, skill is now unique to the Beguiler.
- Wizard's "Blaze" removed, "Firewall"'s level requirement changed to 50 to compensate.
- Wizard gains old Wizard's "Replenish Mana" and "Port" skills. "Replenish Mana" now also has a casting time.
- Beguiler gains old Wizard's "Blink" and "Group Teleport" skills. To compensate, "Purge", "Safefall Other" and "Might" are removed. As a result, "Group Teleport" and "Blink" are now unique to the Beguiler.
- Beguiler's Dispel changed to remove all buffs, positive and negative, in an area around the target. Dispel also cannot fizzle. To compensate, Dispel has a higher MP cost and CD and requires level 25 (so it combines with "Purge").
- Beguiler's RegenMana passive buffed to provide +2 mana per tick, but also gives +1 mana per tick to party members.
- Beguiler Hoe damage increased (at least +1 to at least Gold and Diamond).
- Beguiler's "Sonic Boom" buffed to also either generate a sound for everyone that drowns out all other sounds (like a lightning effect) or silence all sounds for everyone. If neither is possible (well, without Spout, at least), "Sonic Boom" is buffed to "resonate" everyone, meaning they move a distance away from the Beguiler, then move double that distance toward him, then move back to their original spot, facing a random direction (if they fall off a cliff in the meantime, that is the point). To compensate, "Sonic Boom" has a short warm-up time (1 second or less).
- Necromancer's "Hellgate" level requirement is lowered to 45.
- Necromancer's "Unheal" replaced with "Zombify": same effect has "Unheal", but has a level requirement of 50 and also turns target into non-NPC Undead for the duration (so, for example, double damage from Smite, but Become Death doesn't turn caster invisible to them). To compensate, CD is increased.
- To compensate for buffs, all teleport skills now have a warm-up time, during which any damage received will interrupt the spell (spell fizzles and MP is expended, but CD does not trigger). Some of Wizard's skills also get a short (1 second or less) warm-up time to compensate for buffs.
Changes to Healer subclasses:
- All subclasses lose "Scan" at level 1.
- Disciple is removed.
- Reason: this was probably the hardest choice of which class to remove, but in the end, because the Disciple was more Warrior-like than Healer-like and because almost all of his skills can be found on other classes as well, I went with removing the Disciple over the Bloodmage.
- Cleric's "Dispel" replaced with "Cure": same effect as old "Dispel", but also heals a small amount (TBD, but probably 5 HP). To compensate, has higher CD.
- Cleric's "Pray" replaced with a weaker form of "Chant" (20 HP heal for 3 second warm-up and 25 MP, level requirement is 25), old "Chant" removed.
- Cleric gains "Quicken" at level 30, identical to old Bard's "Quicken".
- Cleric's "Group Heal" level requirement changed to 50.
- Druid's "Forage" skill replaced with "Nature's Friend": same skill as Ranger's "Tame Wolf", but also levels up at level 40 and 55, allowing up to 2 and 3 wolves respectively versus the original single wolf.
- Druid's "Rejuvinate" skill buffed to heal 28 HP over 7 seconds, in addition to removing all DoT effects.
- Druid's "Pray" replaced with "Poison Aura": for an item (TBD, but probably a Spider Eye), all incoming PvE and PvP damage is reduced by 25% and anyone who hits the Druid with a melee weapon is poisoned for 4 seconds, taking 2 damage every second and being slowed both movement-wise and attack-wise by a low % (the aura lasts for a duration TBD). Any additional attacks will reset the poison counter, as well as stacking the slow up to 5 times. (The numbers can be tweaked). The skill levels up at level 45, extending the aura to all party members. "Pray" is now unique to the Paladin.
- Bloodmage's "Syphon" replaced with "Blood Bridge": same effect, as "Syphon", but with a lower CD and more HP transferred to target.
- Bloodmage's "Soulbond" replaced with "Sacrifice": the Bloodmage sacrifices HP to increase party MP regen for a duration TBD. "Soulbond" is now unique to the Paladin.
- Bloodmage's "Soul Leech" replaced with "Blood Pact", which is identical to the old Disciple's "Reborn".
- Bloodmage's "Chant" replaced with "Siphoning Aura": after a casting time (has HP cost), all party members gain a % of all non-skill damage they deal back as health for a duration.
- Bloodmage gains "Soul Mark" at level 35: for an item (TBD, but probably a Redstone) and HP as well as MP, target takes a % increased damage from all sources for a duration.
- End of Long Post -
Remember, all numbers can be tweaked, it's the ideas that count. If you have feedback, especially constructive criticism, please post it in the comments below.
Also note that these suggestions are based on the information in the Herocraft wiki and my personal experiences with both online and offline RPG's in the past (way too many to list here, but if anyone's curious, I could try listing them), as well as a couple MOBA's (DotA, DotA2, LoL, and HoN). The only PvP and PvE I've encountered on this server so far are a group of three Warriors forcing me out of my dirt hut about 30 minutes into playing on the server and a lonesome Ranger jumping me with a Diamond Axe after I barely survived an encounter with two Creepers (don't know why he wanted the stone tools I was carrying at the time, but oh well), so I'm probably the last person who knows anything about how the class balance is in actuality versus on paper.
If this ends up becoming popular (and possibly implemented by Kaizo and Team? One can only dream...), I could also move onto noncombat classes.