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Game could use a new class or two

STAR WARS: The Old Republic > English > Classes
Game could use a new class or two

Silynse's Avatar


Silynse
12.01.2019 , 10:41 AM | #1
So we have had these same classes for so many years now. It would be so nice to see some expansions to the class system by now, or more branching in the class trees currently with storyline.

I have always loved this game. Its got a special place in gaming for me. But it definitely could use a little juice in the class and animation and graphics departments.
I don't think this game is near done, and with the right kind of revitalization it could go very far and bring back troves of players.
Classes first.
"I'm hunger. I'm thirst. Where I bite, I hold till I die, and even after death they must cut out my mouth from my enemy's body and bury it with me.
I can fast a hundred years and not die. I can lie a hundred nights on the ice and not freeze. I can drink a river of blood and not burst. Show me your enemies."

-Derix-'s Avatar


-Derix-
12.01.2019 , 04:39 PM | #2
/signed.

I agree, more classes. Give us a Gray Jedi!

KWONRYU's Avatar


KWONRYU
12.03.2019 , 05:12 PM | #3
Give us Light and Dark Teräs Kasi Master
(Melee with self-heals)

Subclasses:
Roshi - Heal focus (Can heal and improve others)

Grandmaster - Dps (more damage)

https://vignette.wikia.nocookie.net/...20190410231313

FlameYOL's Avatar


FlameYOL
12.04.2019 , 07:30 AM | #4
Not happening.
A man can have anything...If he's willing to sacrifice everything

oslek's Avatar


oslek
12.08.2019 , 02:05 PM | #5
At the very least they should add another spec line to the classes. Let Bounty Hunters wield rifles, let commandos use pistols, let smugglers use carbines, more force abilities for the force users etc etc etc

SteveTheCynic's Avatar


SteveTheCynic
12.09.2019 , 06:20 AM | #6
Quote: Originally Posted by oslek View Post
At the very least they should add another spec line to the classes. Let Bounty Hunters wield rifles, let commandos use pistols, let smugglers use carbines, more force abilities for the force users etc etc etc
"should" is debatable. "could" is a reasonable thing to say. Adding a third *Advanced Class* (trying hard here to distinguish "spec line" meaning "Discipline" and "spec line" meaning "Advanced Class" which is in fact three "spec lines" = Disciplines) is a *relatively* less difficult undertaking than adding a totally new base class.

The problem with saying "should" here is that you haven't even tried to justify it. *Why* should they add them. The cited changes are descriptions of "how" or "what" to change, but don't say *why* it would help anything. One very important thing it would *hinder* is PvP (and PvE) inter-class balance, because there would be more classes to balance.
http://www.swtor.com/r/Hg3sV2
To go to Belsavis, you must go to Belsavis.
> @"Biff.5312" said:
> Exercise your whimsy.

Iymurra's Avatar


Iymurra
12.09.2019 , 01:11 PM | #7
Whenever a thread like this pops up I always wonder what sort of actual gameplay niche is trying to be filled, what niche is missing. Or how you'd differentiate new classes to make them worth adding? Just giving a new weapon to a new class is not actual differentiation nor a good reason to add a whole host of problems by adding a new class.
Inasmuch as what we've got:
Heals over Time is filled by Operative, as is melee. Sorcs are the pure casters, Mercs are the reactive healers.
Juggernauts are the rigid, cooldown based tanks, Powertechs are the passively tanky tanks, Assassins are the mobile, flexible tanks.
Annihilation is the self-heal melee spec. Combat is burst damage, Fury is the inflexible rotation. Vengeance is the short duration bleeds. Lethality is the 10m delayed burst skirmisher, Concealment is the classic positional rogue, Virulence is caster Lethality, Marksman is caster crit burst, Engineering is caster cleave. Lightning is alacrity burst, Madness is caster self-heals and dot, Hatred is melee self-heals and dots, Deception is classic positional rogue. Pyrotech is skirmisher dots, AP is skirmisher burst, IO is rigid dot damage, arsenal is flexible burst damage.

Basically every type of class 'quirk' is represented above by the different specs. You've got self-healing melee & ranged, dot, delayed burst, alacrity burst, critical burst, 4m, 10m, & 35m.
The only things that are left out that have already been tried were rejected for balance reasons: evasion tanks & ranged tanks. Neither of which could work.

So what niche exactly do you want a new class to fill? Where is there room? How would this benefit our gameplay?

KWONRYU's Avatar


KWONRYU
12.13.2019 , 03:21 AM | #8
Quote: Originally Posted by Iymurra View Post
Whenever a thread like this pops up I always wonder what sort of actual gameplay niche is trying to be filled, what niche is missing. Or how you'd differentiate new classes to make them worth adding? Just giving a new weapon to a new class is not actual differentiation nor a good reason to add a whole host of problems by adding a new class.
Inasmuch as what we've got:
Heals over Time is filled by Operative, as is melee. Sorcs are the pure casters, Mercs are the reactive healers.
Juggernauts are the rigid, cooldown based tanks, Powertechs are the passively tanky tanks, Assassins are the mobile, flexible tanks.
Annihilation is the self-heal melee spec. Combat is burst damage, Fury is the inflexible rotation. Vengeance is the short duration bleeds. Lethality is the 10m delayed burst skirmisher, Concealment is the classic positional rogue, Virulence is caster Lethality, Marksman is caster crit burst, Engineering is caster cleave. Lightning is alacrity burst, Madness is caster self-heals and dot, Hatred is melee self-heals and dots, Deception is classic positional rogue. Pyrotech is skirmisher dots, AP is skirmisher burst, IO is rigid dot damage, arsenal is flexible burst damage.

Basically every type of class 'quirk' is represented above by the different specs. You've got self-healing melee & ranged, dot, delayed burst, alacrity burst, critical burst, 4m, 10m, & 35m.
The only things that are left out that have already been tried were rejected for balance reasons: evasion tanks & ranged tanks. Neither of which could work.

So what niche exactly do you want a new class to fill? Where is there room? How would this benefit our gameplay?
Light and Dark Teräs Kasi Master (baseclass)
(Melee with self-heals)

Subclasses:
Roshi - Heal focus (Can heal and improve others)

Grandmaster - Dps (more damage less healing)



Benefit/niche:

Healing the Group/Operation/others while doing Melee.

SteveTheCynic's Avatar


SteveTheCynic
12.13.2019 , 06:23 AM | #9
Quote: Originally Posted by KWONRYU View Post
Benefit/niche:

Healing the Group/Operation/others while doing Melee.
Please explain why you think that "melee healer" provides any *benefit*.
http://www.swtor.com/r/Hg3sV2
To go to Belsavis, you must go to Belsavis.
> @"Biff.5312" said:
> Exercise your whimsy.

KWONRYU's Avatar


KWONRYU
12.14.2019 , 09:10 PM | #10
Quote: Originally Posted by SteveTheCynic View Post
Please explain why you think that "melee healer" provides any *benefit*.
To regain health, to become more vigorous when weak (or even injured) without.

To prevent fainting and even death.

Also improving strength and prowess.

Lots of benefits.