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Ideas for potential future classes


Jarcoby

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I think it would be cool to have several classes available to both sides.

 

Republic Agents - an SiS storyline could be fun.

Republic Bounty Hunters - Why not? Bounty Hunters should be neutral anyways.

Empire Smugglers - You know smugglers worked for the Empire too.

Empire Troopers - They obviously have Imperial soldiers

 

I know that some classes are supposed to correspond to the other side, but the abilities are not all the same and they play quite different. I just think it would be fun to have more variety.

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THIS is the next class we should have......NONE.

 

stop with these threads already.

 

what do you want....a Shaman? Necromancer? Beastlord?

 

This is not WoW/Everquest.

 

It's Star Wars. so please...just stop.

 

RACES....that's the discussion we should be having. let's....OMG....let's talk about something that's actually going to be in the game for once. crazy talk i know, but that's just me, crazy. Cathar anyone?

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THIS is the next class we should have......NONE.

 

stop with these threads already.

 

what do you want....a Shaman? Necromancer? Beastlord?

 

This is not WoW/Everquest.

 

It's Star Wars. so please...just stop.

 

RACES....that's the discussion we should be having. let's....OMG....let's talk about something that's actually going to be in the game for once. crazy talk i know, but that's just me, crazy. Cathar anyone?

 

so you do no want anymore story then that's the whole reason i want a new class sometime for new story and doesn't hurt to just throw our idea other there

Edited by Zaxem
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what do you want....a Shaman? Necromancer? Beastlord?

 

This is not WoW/Everquest.

 

It's Star Wars. so please...just stop.

 

What point are you even trying to make? That the current class line up somehow covers the entire spectrum of star wars lore and there is no possibility for class additions?

 

I hope not, as that would be a stupid thing to say

Edited by Vgbeee
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A summoner type class would be welcome IMO.

Pubs would get a SIS slicer

Imps get Sith Alchemist

Interesting idea. The slicer would summon droids perhaps? Sorta like multiple dps companions?

 

How would you see this working for complicated boss fights in HM Ops?

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Honestly, the more I think of it, the more I see a lot of these ideas being applicable as talent trees. Slicer? Scoundrel tree with a couple powers that are essentially DoTs with robot animations. Sith Alchemy? Sorcerer tree, same application, change the animation. I would not cry at all if fourth trees were added, or if 51-55 had a separate branch that allowed for these types of sub-classes.
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Truth be told all those ideas sound pritty cool but i think if anything they won't make new class's we could start as but give us more as we go on like a IA Oprative could take a more focused class of medic that could drop massive amounts of healing over a group of allys with a healing probe or summion a healing Probe that would float around the battlefield spraying kolto on allys and zapping enemys or even injecting posions into the enemy. Or a more focused DPS that would give us more options on assassinateing our targets with our vibroknifes and posions.

I think the class's we have are great but i would like to see them expanded later down the track.

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prity drunk so this gonna be bad spelling etc

imps = beast handler

 

repubes= beast tamer

 

they both get pets that u can lvl up with u u can get animals from all over the galaxy.

advanced classes cud be like i dunno wut they cud be but they cud be

 

royal guard = polearm melee class cud be healer or a support class wud be nice

 

??????=??????

Edited by sheeldon
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THIS is the next class we should have......NONE.

 

stop with these threads already.

 

what do you want....a Shaman? Necromancer? Beastlord?

 

This is not WoW/Everquest.

 

It's Star Wars. so please...just stop.

 

RACES....that's the discussion we should be having. let's....OMG....let's talk about something that's actually going to be in the game for once. crazy talk i know, but that's just me, crazy. Cathar anyone?

and u sir r retarded

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I think it would be cool to have several classes available to both sides.

 

Republic Agents - an SiS storyline could be fun.

Republic Bounty Hunters - Why not? Bounty Hunters should be neutral anyways.

Empire Smugglers - You know smugglers worked for the Empire too.

Empire Troopers - They obviously have Imperial soldiers

 

I know that some classes are supposed to correspond to the other side, but the abilities are not all the same and they play quite different. I just think it would be fun to have more variety.

 

Troopers in the Empire were cannon fodder, while the Republic was more elite.

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The easiest way to add classes would be through adding a third advanced class to each of the four "main" classes for each faction.

 

You could have an advanced class that specializes in melee combat or vibro/tech blades, you could have a force user that dots and debuffs enemies. you could have an buffing/support class that just makes everyone else stronger and assists DPS, tanks, and healers. The flip side as I eluded to before would be a damage dealing boss debuffer that supports through those means. Rift had classes like this with bards and clerics. In a star wars settings you could easily have an agent/bounty hunter that probes/adrenals/stims individuals that could increase their energy regeneration or damage output or make increase their healing received. Force users could do minor damage that leaches hp to the entire operation and provided benefits by doing damage or has some other greater benefit. Their damage output would be lower but they would have other benefits that would make them valuable.

 

By using advanced classes there would not need to be much done in the class story lines or voice acting cause it isn't an entirely new class. They could even still change the energy/resource mechanics much like sorc/sins have similar yet different resource management. There is nothing stopping them from changing your resource mechanics based on advanced class. Someone also mentioned a nearly all healing class with maybe 2 healing trees and 1 dps shared tree which could be done in the confines additional advanced classes.

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I have been pondering on this for a while and I have long had the idea of SiS agent (thought of plenty of times before)

 

However what to mirror it? I think a perfect one would be diplomat (again mentioned).

 

I have been working on this concept for a while as I would really like a new class so having done a little thinking I came up with this

 

Class - Republic SiS Agent

Advanced Classes

- Scout

- Arbider (support type class with group defensive abilities, for example group shields and group buffs, not a tank)

- Outrider (Longer range moving range damage)

- Spy

- Slicer (engineering type, using lots of clever gadgets to stun , disorient and confuse)

- Espionage ( explosives focused plenty of aoes and clever aoe damage)

Shared

Surgeon (Close range healer focus on variety of short smaller heals)

 

Class - Imperial Diplomat

Advanced Classes:

- Emissary

- Collaborator

- Escorter

- Informant

- Technician

- Reconnoisseur

Shared

Physician

 

Both classes rely on a more clever gameplay, they rely on combinations and tricks. For example a stun where you have to get a mark on them then throw down an aoe (abit like gunslinger/sniper stun only can affect multiple people). I want it to be a tough class to play but if u play it well it is useful in its role.

 

Simple plan for starting planet, start both on alderaan (separate areas) amongst the diplomatic angst giving them a good beginning story plot, so infiltration and more clever missions than just kill 10 rats, as well as diplomatic talks with the opposite faction (all npcs), then at about lvl 6 send them off to Tython/Korriban, giving them more inner workings missions, for example infiltration inside the various orders to uncover plots and/or take part in plots. Then at level 8 off to Nal Hutta/Ord Mantell where the sis agent infiltrates seperatists and Nal Hutta the Diplomat has to gain support of the hutts.

 

I know people think this just sounds like alot of things combined (agent, smuggler, inquisitor, trooper) however I can't really explain any more here till I have written things up.

 

I am writing up a thread for this (will contain ideas for stats, abilities, trees, gearing and story ideas!) and will be posting it soon!

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i like it, but imo it´s not realistic to hope for a new class + mirror with each a full set of class story. For any new class to happen my guess would be it would have to be in some expansion with more levels and this new class would start from level 40 or maybe even level 45 and only get chapter 3.

 

For a new class to happen the class story would most likely have to be reduced alot.

 

Could make chapter 1 and 2 some narrated flashback story thing where you just are told the background of your char and then starts at chapter 3

 

Ofc to start this new class at level 40-45 should require a max level char and maybe lock it for F2P. Possibly with an option to unlock for CC if they meet the other requirements.

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What I'd like to see is a melee healer. Doing damage would open up AoE heals. Some kind of beacon of hope for the Republic, but an inspiration of vengeful zeal on the Sith side. Unfortunately, it sounds like another force wielding class, some kind of Battle Meditation class. It may even work better as a fourth tree for one of the existing classes.

 

This. Despite some of its flaws, melee healing on DoK/WP in WAR was one of the most interesting and challenging mechanics I've ever seen in an MMO. DPSing enemies while at the same time juggling which friendly target your heals are being channeled to, juggling dispells, detaunting attackers on you, managing two resources (one for attacking abilities, one for heals), and doing it all at the front line of the battle... I really miss the high skill cap that playstyle allowed...

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This. Despite some of its flaws, melee healing on DoK/WP in WAR was one of the most interesting and challenging mechanics I've ever seen in an MMO.

 

The problem with this kind of playstyle in TOR is that the developers have consciously chosen to have healer be a devoted role. Personally, I would have *vastly* preferred if healing was less constantly throwing heals and more based on beating on your opponent while throwing out big heals at intervals. My favorite healing playstyle in an MMO was actually Disc priest in Cata WoW: smitespam for maintenance healing and your devoted heals for when you actually had to do throughput or AoE healing. My *favorite* style of healer in any medium is actually from 4th ed D&D where healing is big, bursty, and highly limited and most of your "healing" comes across as tangential tactical benefits (temp hp, bonuses to attack rolls, damage rolls, defenses, debuffs to enemies, etc.) provided while you're beating down on your enemies.

 

The only way to create a healer like that in TOR while keeping it balanced with the other healers would be to make it so that *every* healer operates in much the same way, else, said healer would either have to have sub par healing to make up for the fact that it deals consistent additional damage or it would be *better* than all of the other healers by virtue of the fact that it's contributing full healing while providing additional damage as well (the other healers can only contribute additional damage when they're not busy healing and, even then, it's generally pretty marginal).

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The problem with this kind of playstyle in TOR is that the developers have consciously chosen to have healer be a devoted role. Personally, I would have *vastly* preferred if healing was less constantly throwing heals and more based on beating on your opponent while throwing out big heals at intervals. My favorite healing playstyle in an MMO was actually Disc priest in Cata WoW: smitespam for maintenance healing and your devoted heals for when you actually had to do throughput or AoE healing. My *favorite* style of healer in any medium is actually from 4th ed D&D where healing is big, bursty, and highly limited and most of your "healing" comes across as tangential tactical benefits (temp hp, bonuses to attack rolls, damage rolls, defenses, debuffs to enemies, etc.) provided while you're beating down on your enemies.

 

The only way to create a healer like that in TOR while keeping it balanced with the other healers would be to make it so that *every* healer operates in much the same way, else, said healer would either have to have sub par healing to make up for the fact that it deals consistent additional damage or it would be *better* than all of the other healers by virtue of the fact that it's contributing full healing while providing additional damage as well (the other healers can only contribute additional damage when they're not busy healing and, even then, it's generally pretty marginal).

 

I hear what you're saying, but I don't really think it would be a problem. To an extent current healers are still capable of doing damage in healing or hybrid specs. Granted it's not great damage, but it's more than nothing. Just like DPS Mercs, Sorcs and Ops are capable of healing themselves and others if they have to. Of course the effect is diminished compared to a pure spec, but it's still there.

 

Similarly, I'm sure they could come up with a melee healer where the difference between a DPS specced or healing specced one would make a great difference in their DPS and HPS outputs respectively. That way the melee healing mechanic would be there regardless of spec without skewing the balance. For example, in WAR, the biggest heal that DoKs/WPs had was a 3s channeled melee ability on 8s cooldown, which suffered from damage induced pushback. This made it extremely hard to use it when getting focused. However, deep in the healing spec was a trait that increased the pushback resistance on that skill, greatly improving the ability of a healing specs to use it. As I said in my original post, there were other issues with DoK/WP healing, such as their heals all being tied dirrectly to how much damage they were doing, but all those issues were addressable if Mythic just got their head out of their behind.

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I hear what you're saying, but I don't really think it would be a problem. To an extent current healers are still capable of doing damage in healing or hybrid specs. Granted it's not great damage, but it's more than nothing. Just like DPS Mercs, Sorcs and Ops are capable of healing themselves and others if they have to. Of course the effect is diminished compared to a pure spec, but it's still there.

 

I think what you're not getting from the post of mine you quoted is that any damage generated by the other healers is functionally bonus DPS: healers are not assumed to be able to contribute any DPS; if they *do* contribute, it's because they need to heal less than they are actually capable of. As such, any class that is designed to deal a certain amount of damage *while* they heal at max capability is going to either be better than one of the standard healers or worse (either their healing is worse to offset the additional damage or they contribute more because they're healing just as well while also dealing damage).

 

To create a class that deals damage while healing optimally using a system such as you and I have both described, the damage on said attacks that heal would have to be *so* miniscule as to be functionally worthless: a healer in an Ops focusing on full healing is going to have, at most, 100 DPS; if all you do is attack with your basic attack constantly, you're going to do at least 500, which means that most of your "attacks that heal" would have to deal such a tiny portion of real damage that the damage itself would be completely ignorable.

 

It's a question of maintaining the needed functionality required for the healer role while simultaneously maintaining class balance against other classes within that role. The decisions made by the developers for the existing healers just aren't conducive to creating a healer such as the kind we would both like to see: healers have to focus pretty much entirely on healing.

 

For example, in WAR, the biggest heal that DoKs/WPs had was a 3s channeled melee ability on 8s cooldown, which suffered from damage induced pushback.

 

The biggest problem with a healer with a melee range, which is different than a melee range healer, is that the first has to actually be in melee range of his/her allies, which drastically reduces their functionality and usefulness to raids since they would have to spend a *lot* of their time just running around like an idiot, while the second can heal anyone but is just encouraged to be in melee range of the target for whatever reason. A melee range healer would be a *massive* risk, taking more damage thanks to standing in melee, not to mention the problems with healing that one idiot that wants to hang out off on his lonesome. You would have to be outrageously mobile to achieve even remotely similar functionality or, barring that, would have to teach everyone to stand in a tight clump, which would suck for both PvP and PvE since it negates the benefits of range in PvE and just encourages AoE use in PvP (not to mention how easy it would be to lockdown with pulls, pushes, immobs, slows, etc.).

 

The closest I could see to having a "melee range healer" would be a healer with PbAoE "bonus" heals, such as a 5m aura that's healing everyone in range for a little bit of damage as long as you're in the healing stance (or after you hit a target with a melee attack that causes a buff; I'm actually using this for a Force Adept class I'm putting together). Their major heals would still be ranged and directed, but you would be encouraged to use an attack every once in a while (every 12 seconds or so) and stand near people taking damage to get some tangential but useful "free" healing.

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I think what you're not getting from the post of mine you quoted is that any damage generated by the other healers is functionally bonus DPS: healers are not assumed to be able to contribute any DPS; if they *do* contribute, it's because they need to heal less than they are actually capable of. As such, any class that is designed to deal a certain amount of damage *while* they heal at max capability is going to either be better than one of the standard healers or worse (either their healing is worse to offset the additional damage or they contribute more because they're healing just as well while also dealing damage).

 

To create a class that deals damage while healing optimally using a system such as you and I have both described, the damage on said attacks that heal would have to be *so* miniscule as to be functionally worthless: a healer in an Ops focusing on full healing is going to have, at most, 100 DPS; if all you do is attack with your basic attack constantly, you're going to do at least 500, which means that most of your "attacks that heal" would have to deal such a tiny portion of real damage that the damage itself would be completely ignorable.

 

It's a question of maintaining the needed functionality required for the healer role while simultaneously maintaining class balance against other classes within that role. The decisions made by the developers for the existing healers just aren't conducive to creating a healer such as the kind we would both like to see: healers have to focus pretty much entirely on healing.

 

No, I totally get what you're getting at. Since such a class would be doing damage and healing at the same time, the numbers for both would have to be tweaked to keep it balanced, but not necessarily at the extremes that you suggest. For example, if this class was capable of doing both mediocre heals and dps, you could bring two of them to replace 1 pure healer and 1 pure dps. Or even bring 4 of them and have no pure healers. The overall raid DPS and HPS could stay relatively the same, while some of the raid members perform multiple roles. This is actually how DoK/WP performed. In some of the more challenging content, they acted more as a support healer/DPS, where a second healer wasn't quite necessary, but having all the pressure on a single healer could be challenging. I'm not saying it would be easy to implement and balance, but I think it would be worth it for such an interesting mechanic and the flexibility it would add to some groups.

 

The biggest problem with a healer with a melee range, which is different than a melee range healer, is that the first has to actually be in melee range of his/her allies, which drastically reduces their functionality and usefulness to raids since they would have to spend a *lot* of their time just running around like an idiot, while the second can heal anyone but is just encouraged to be in melee range of the target for whatever reason.

 

What I was suggesting, and how DoK/WP work, is the latter. A healer class who's healing spells have melee range would be an awful design. WAR had a ton of CC, including constant knockbacks, yet the melee healers worked just fine. However, WAR did also have a "detaunt" mechanic, which allowed healers and squishy DPS to lower the damage of their target(s) for X seconds for as long as they don't attack that target(s).

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