weynard
Legacy Supporter 8
- Joined
- Jan 13, 2011
- Location
- Langenhagen (Hanover)
Heroes pretty much made Herocraft WOW.
I'm not even talking about classes and how overworked the MMORPG setting is. I'm talking about the disadvantages of a (combat) class system.
First of all, balancing. There will always be Balancing issues. There will always be one stupidly OP class and there will also be absolutely crap classes. This is probably due to the fact that Minecrafts primary weapons are sword and bow and there weren't any hints on how to implement mages at first. After that, there came buffs and nerfs. As common sense suggests, there can never be perfect balance, meaning there's always going to be a few classes most people play and a few players whose heart will be terribly broken upon discovering the class they chose is actually shit.
In vanilla PVP, you'd take your full diamond or full iron, depending on what you could afford and go crack some skulls. As Kain mentioned earlier, it was a terrible slaughterhouse. Yes, it was. it was frustrating to get screwed over by fully equipped spawn campers, frustrating to get killed by lag, and some people always seemed to do better than others because of a better connection/skill/strategy- what a truly dark age it was! Thank god Heroes fixed that!
If you hadn't noticed, it didn't. The really frustrating parts of dying in PVP will always remain, no matter with how much fluff you decorate it.
Then again, you could argue that vanilla PVP was way too short and, as Kain mentioned, you can one-hit people in vanilla right now. How about we still get rid of all the combat classes? Globally adjust the HP of all player so that fights will drag on for however long you want them to. Make all damages and Health bars the same for every player. We'd all be equal and nobody could bitch about how the fucking nerd who just killed you was already level 156324670 and had all the cool skills. Nobody could blame their PVP failures on an imbalanced or buggy class system.
"But what shall we do with all the cool skills we have right now? We put so much freaking work into this project!" Well, we did have skills before Heroes, didn't we? We even had a team specialised in hiding them and developing fun dungeons for them! Bring back the dungeon team and hide skills in trees again! We could also give some to Mods, the Loremasters, Guides or Architects! Of course, we couldn't save ALL the skills. But, to be honest, why would we need generic stuff like bladegrasp, Drainsoul or Harmtouch? I say, only keep the unique and useful skills and scrap the rest!
Of course, taking out combat classes would also mean that we'd have a lot less stuff to do- or would we? Pretty much all we'd get rid of would be the time sink that is mob grinding right now that makes it impossible for new players to win against a veteran. We could still keep the professions to make sure people will have a sense of progression.
TL;DR:
- Remove all combat classes, keep professions, introduce default class "Hero" with only one level
- Remove generic skills and skills unfit for vanilla PVP (Strike, SoulLeech, Cleave, Garrote, Track, Backstab, Fireball, Invul, Root, Drainsoul, etc etc)
- Keep useful skills (GroupTeleport, Hellgate, Summonfood, Port, Telekinesis, Taunt, Flameshield, Gills, Pickpocket), limit wolves to 1-2 per person
- Hide skills in solo or group dungeons
Cons:
- No more fancy magic
- Not so cool for advertising
- No more "Persistence pays" for mob grinding, less bragging rights
- We'll lose many of our skills
Pros:
- No more whining about class balancing, equal chances for everybody
- No more whining about how it's going to take you months to catch up
- Focus can move back towards architecture and diplomacy
- No more binds to manage, simplified combat
Any thoughts?
inb4 >Weynard thread
I'm not even talking about classes and how overworked the MMORPG setting is. I'm talking about the disadvantages of a (combat) class system.
First of all, balancing. There will always be Balancing issues. There will always be one stupidly OP class and there will also be absolutely crap classes. This is probably due to the fact that Minecrafts primary weapons are sword and bow and there weren't any hints on how to implement mages at first. After that, there came buffs and nerfs. As common sense suggests, there can never be perfect balance, meaning there's always going to be a few classes most people play and a few players whose heart will be terribly broken upon discovering the class they chose is actually shit.
In vanilla PVP, you'd take your full diamond or full iron, depending on what you could afford and go crack some skulls. As Kain mentioned earlier, it was a terrible slaughterhouse. Yes, it was. it was frustrating to get screwed over by fully equipped spawn campers, frustrating to get killed by lag, and some people always seemed to do better than others because of a better connection/skill/strategy- what a truly dark age it was! Thank god Heroes fixed that!
If you hadn't noticed, it didn't. The really frustrating parts of dying in PVP will always remain, no matter with how much fluff you decorate it.
Then again, you could argue that vanilla PVP was way too short and, as Kain mentioned, you can one-hit people in vanilla right now. How about we still get rid of all the combat classes? Globally adjust the HP of all player so that fights will drag on for however long you want them to. Make all damages and Health bars the same for every player. We'd all be equal and nobody could bitch about how the fucking nerd who just killed you was already level 156324670 and had all the cool skills. Nobody could blame their PVP failures on an imbalanced or buggy class system.
"But what shall we do with all the cool skills we have right now? We put so much freaking work into this project!" Well, we did have skills before Heroes, didn't we? We even had a team specialised in hiding them and developing fun dungeons for them! Bring back the dungeon team and hide skills in trees again! We could also give some to Mods, the Loremasters, Guides or Architects! Of course, we couldn't save ALL the skills. But, to be honest, why would we need generic stuff like bladegrasp, Drainsoul or Harmtouch? I say, only keep the unique and useful skills and scrap the rest!
Of course, taking out combat classes would also mean that we'd have a lot less stuff to do- or would we? Pretty much all we'd get rid of would be the time sink that is mob grinding right now that makes it impossible for new players to win against a veteran. We could still keep the professions to make sure people will have a sense of progression.
TL;DR:
- Remove all combat classes, keep professions, introduce default class "Hero" with only one level
- Remove generic skills and skills unfit for vanilla PVP (Strike, SoulLeech, Cleave, Garrote, Track, Backstab, Fireball, Invul, Root, Drainsoul, etc etc)
- Keep useful skills (GroupTeleport, Hellgate, Summonfood, Port, Telekinesis, Taunt, Flameshield, Gills, Pickpocket), limit wolves to 1-2 per person
- Hide skills in solo or group dungeons
Cons:
- No more fancy magic
- Not so cool for advertising
- No more "Persistence pays" for mob grinding, less bragging rights
- We'll lose many of our skills
Pros:
- No more whining about class balancing, equal chances for everybody
- No more whining about how it's going to take you months to catch up
- Focus can move back towards architecture and diplomacy
- No more binds to manage, simplified combat
Any thoughts?
inb4 >Weynard thread