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New class needed for SWTOR


Ommar_Gef's Avatar


Ommar_Gef
08.23.2019 , 03:59 AM | #31
If Bioware is ever going to introduce a new class, I think it would come in the form of an advance class for an existing base class. Basically avoid the whole needing to add new story content and just have this "Melee healer" be part of the what ever class concept they want to put it as. Sith inquisitor, warrior, bounty hunter, agent and their respective mirrors.

Rolodome's Avatar


Rolodome
08.23.2019 , 04:26 AM | #32
Quote: Originally Posted by Ommar_Gef View Post
If Bioware is ever going to introduce a new class, I think it would come in the form of an advance class for an existing base class. Basically avoid the whole needing to add new story content and just have this "Melee healer" be part of the what ever class concept they want to put it as. Sith inquisitor, warrior, bounty hunter, agent and their respective mirrors.
If all that's desired is expanded roles, easiest way to do this in terms of tech changes would probably be new specializations. Specializations can already vary in role focus, so maybe you add a 4th specialization to each. Like Sent/Mara Melee Healer, for example (maybe play off of alacrity and make them a strong burst healer). Not sure what would be best for other roles. Could play around with giving a ranged class a melee option in DPS if they already have a 2nd role option. Like give Merc/Mando a melee DPS option or something, since they can already be DPS or Healer. Otherwise, you get into potentially giving somebody another DPS role that is much like the other ones they have (boring) or give them access to all three roles, DPS/Heal/Tank, which might be unfair in terms of class capability/variation. Then again, I spose they already are unfair in that sense, so maybe it would make sense to give access to all three possible roles on some if they were adding another specialization.

Though with them doing tacticals, I don't know if they're ever going to consider expanding actual classes in any capacity. Seems like tacticals are their way of attempting to provide variety on a budget without doing it in the traditional ways.
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Ommar_Gef's Avatar


Ommar_Gef
08.23.2019 , 04:32 AM | #33
Yeah, from what I've managed to read so far Smugglers can use Flyby as an aoe heal and damage. Which I hope sticks, that sounds like fun. But yeah adding new specs would be the best way when trying to set up new classes, but tactics do seem to be doing that job for variety.

SteveTheCynic's Avatar


SteveTheCynic
08.23.2019 , 05:16 AM | #34
Quote: Originally Posted by iowaboynca View Post
IMO the least resource intensive way to get this done is to get rid of one of the Sent/Mara builds since its the only pure DPS AC in the game.
Wrong. Sniper/Gunslinger are also pure DPS.
http://www.swtor.com/r/Hg3sV2
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kodrac's Avatar


kodrac
08.23.2019 , 06:51 AM | #35
Quote: Originally Posted by SteveTheCynic View Post
Wrong. Sniper/Gunslinger are also pure DPS.
Yeah but they're not force users so they're irrelevant.
Quote: Originally Posted by aerockyul View Post
Id find it hard to believe this sort of thing goes on in the preferential treatment forum.
Quote: Originally Posted by Jdast View Post
or Kodrac, for saying everything I want to say, but he takes one for team and gets a warning.

Lhancelot's Avatar


Lhancelot
08.23.2019 , 07:20 AM | #36
Quote: Originally Posted by kodrac View Post
Yeah but they're not force users so they're irrelevant.
Kodrac, we need your support here for a force using melee healer sub-class to be added to the game.

Could be a marauder subclass, I mean no one plays the dot spec marauder anyway, right? That could be gutted and turned into a melee-healing spec!

Or, how about Lethality Operative, it's been total garbage for years now, make it a spec that isn't just a gimmick and turn it into something people want to play!

Granted this wouldn't be a force user, but hey, with so much dead space amongst the classes they should consider doing some major overhauls on some of the sub-class specs in the game.

Actually I think this is a good idea. Seeing how many specs are garbage and/or just not fun to play, why not strip them down and turn them into something totally different? With new interest in making SWTOR great again, I see this as a possibility!
TRUE
Quote: Originally Posted by DarthSpuds View Post
RNG is counterproductive because it massively increases player dissatisfaction.
FALSE
Quote: Originally Posted by olagatonjedi View Post
As I detailed in another thread, RNG give the players more control over their gearing.

kodrac's Avatar


kodrac
08.23.2019 , 08:48 AM | #37
Quote: Originally Posted by Lhancelot View Post
Kodrac, we need your support here for a force using melee healer sub-class to be added to the game.

Could be a marauder subclass, I mean no one plays the dot spec marauder anyway, right? That could be gutted and turned into a melee-healing spec!

Or, how about Lethality Operative, it's been total garbage for years now, make it a spec that isn't just a gimmick and turn it into something people want to play!

Granted this wouldn't be a force user, but hey, with so much dead space amongst the classes they should consider doing some major overhauls on some of the sub-class specs in the game.

Actually I think this is a good idea. Seeing how many specs are garbage and/or just not fun to play, why not strip them down and turn them into something totally different? With new interest in making SWTOR great again, I see this as a possibility!
Works for me!
Quote: Originally Posted by aerockyul View Post
Id find it hard to believe this sort of thing goes on in the preferential treatment forum.
Quote: Originally Posted by Jdast View Post
or Kodrac, for saying everything I want to say, but he takes one for team and gets a warning.

Lhancelot's Avatar


Lhancelot
08.23.2019 , 09:15 AM | #38
Quote: Originally Posted by kodrac View Post
Works for me!
I was expecting a mean spirited sarcastic retort! (Or was that a sarcastic retort? Hmm.) Or, maybe some in-depth ideas you have regarding what new classes we should be discussing to add to the game.

EDIT: No dont be mean I have enough frenemies on the forums!
TRUE
Quote: Originally Posted by DarthSpuds View Post
RNG is counterproductive because it massively increases player dissatisfaction.
FALSE
Quote: Originally Posted by olagatonjedi View Post
As I detailed in another thread, RNG give the players more control over their gearing.

kirorx's Avatar


kirorx
08.23.2019 , 10:40 AM | #39
The people suggesting a third advanced class as a work around for creating a whole new class; I think that is a pretty cool idea.

The differences in play styles between advances classes is so different, they implement a blaster rifle using Bounty Hunter or a pistol using agent.

That would be pretty neat and they dont need to recreate storylines or anything.

SiegePro's Avatar


SiegePro
08.23.2019 , 03:58 PM | #40
Quote: Originally Posted by kirorx View Post
The people suggesting a third advanced class as a work around for creating a whole new class; I think that is a pretty cool idea.

The differences in play styles between advances classes is so different, they implement a blaster rifle using Bounty Hunter or a pistol using agent.

That would be pretty neat and they dont need to recreate storylines or anything.
Exactly my thinking. The big debate is really New Advanced Classes or New Disciplines.

New Disciplines is arguably less resource intensive 8 advanced classes (and mirrors) x 1 discipline is 8 disciplines needing to be created vs. New classes 4 base classes (and mirrors) x 3 disciplines each is 12 disciplines and base mechanics... so probably twice as much work when you consider base mechanics.

BUT... a new advanced class allows for a lot more flexibility of design than just another discipline. You can change the weapons the class uses (a bounty hunter assassin getting rifles/sniper rifles instead of 1-2 pistols) and employ different core mechanics (ex. stealth field generators) instead of having to squeeze every skill for the concept into just the four skills you get from your discipline.

I also think there'd be some issues in terms of adding a new spec type... what does a scoundrel tank spec look like with the pistol/scattergun, stealth generator and upper hand mechanic look like? One of its discipline skills would have to be a gap closer and two others would need to be the taunts since they're not native to the scoundrel chassis. You'd also have to deal with the limited heals the Scoundrel gets that no tank spec has available.

That's why, despite the volume of work needed, I think it'd actually be easier to create and balance out new advanced classes than new specs giving roles a class has never had before. A new class lets you build in all the tools a typical class with a given set of three specs would have using the numbers and general traits common to the existing tank, heal, burst and dot specs.