Game Development Feedback [Classes]


#1

Hey there! I’m currently planning development of a realm inspired game, and I need feedback on the classes I’m trying to implement. Let me know if you have any criticism, questions, the ilk.


Some information that might be required:

2 New Stats:
Evasion - Chance to dodge damage
Resolve - Lowers the effectiveness of debuffs

Abilities will be bound by default to Space, RClick, and Shift. They can be rebound if needed. Each class will have a passive and three active abilities.

Assume that most abilities cost MP unless stated otherwise. Will implement ability costs when the stat system is implemented.

There is no pet abilities, e.g. Healing, MPHeal, Attack Close, etc.


Wizard - Staff, Spell Tome, Robe

  • Passive: Magical Strength
    • Maxed stats improves the player’s spells in a different manner.
    • 6/10: Lesser Restoration heals for 50%.
    • 8/10: Blink damage is reduced by 25%.
    • 10/10: Spell Tome can be charged to deal more damage and aim precisely, but takes more MP this way.
  • Ability: Spell Tome
  • Ability: Blink
    • Uses: 3
    • Cooldown: 90s
    • On first cast, teleport a set distance towards the cursor.
    • On second cast, teleport a shorter set distance towards the cursor, and take damage.
    • On third cast, teleport a minimal set distance towards the cursor, and take moderate damage.
  • Ability: Lesser Restoration
    • Cooldown: 40s
    • Heals the player for 35% Maximum HP.

Mystic - Staff, Stasis Orb, Robe

  • Passive: Mysticism
    • Any effects that increase stats are equally distributed across all stats.
  • Ability: Stasis Orb
  • Ability: Planar Shift
    • Cooldown: 15s
    • Short range teleportation, stuns player briefly
    • Point and click, within range
  • Ability: Temporal Shift
    • Duration: 5s
    • Cooldown: 45s
    • Slows enemy projectiles in a WisMod radius around the player.

Necromancer - Staff, Skull, Robe

  • Passive: Phylactery
    • Prevents Death, grants temp HP, which cannot be healed.
    • Cooldown: 1h
  • Ability: WisMod/SkullMod AoE damage & AoE heal
  • Ability: Attacks heal
    • Duration: 10s
    • Cooldown: 120s
  • Ability: Summon Undead
    • Costs max health per summon, cannot summon undead after minimum health reached.
    • Grants player temp HP, which cannot be healed.
    • When the summon dies, max health is returned to the player, and temp HP is removed.
    • Deals contact damage based on WisMod/SkullMod.
    • Summons in radius close to player

Druid - Staff, Totem, Robe

  • Passive: Heart of the Forest
    • The player gains increasing dexterity based on missing health.
  • Ability: Plant Totem
    • Cooldown: 6s
    • Plants a totem in front of the player. It grants a wisdom buff to nearby players. It spawns with a WisMod amount of HP, and can take damage. There can only be one totem active per use. It lasts until the player moves out of range, or the totem is broken by damage.
  • Ability: Druidic Roots
    • Cooldown: 30s
    • Travels to cursor, dealing damage in its path. Enemies at the travel destination will be briefly paralyzed.
  • Ability: Channel Divinity
    • Cooldown: 120s
    • Summons a nature spirit that deals 5% of the target’s current health. The player is petrified for 5s. The player is then healed by the spirit for damage done.
    • Summons in radius close to player.

Priest - Wand, Tome, Robe

  • Passive: Prayer Circle
    • All players within a WisMod radius receive a vitality boost, does not stack.
  • Ability: Tome
  • Ability: Exorcise
    • Duration: 10s
    • Cooldown: 180s
    • Gives the player the damaging buff, and weakens targets struck.
  • Ability: Last Stand
    • Duration: 5s
    • Cooldown: 120s
    • Gives all players within a radius, healing and magic healing, until they are damaged.

Sorcerer - Wand, Scepter, Robe

  • Passive: Cracked Wand
    • Raw Magic surges through each attack, often jumping to nearby enemies.
  • Ability: Scepter
  • Ability: Lightning Bolt
    • Cooldown: 240s
    • Deals massive amounts of damage and lowers the dexterity of enemies.
    • Point and click, delayed attack.
  • Ability: Plasma Ball
    • Cooldown: 120s
    • A very slow moving projectile that damages nearby enemies, and causes any enemy struck to be significantly paralyzed.
    • Fired toward cursor.

Warlock - Wand, Arcane Focus, Robe

  • Passive: Mana Skin
    • Any health lost is converted to MP.
  • Ability: Arcane Blast
    • Cooldown: 6s
    • Deals damage
  • Ability: Arcane Sight
    • Duration: 8s
    • Cooldown: 60s
    • Gives the player darkness and increased vitality.
  • Ability: Arcane Surge
    • Duration: 12s
    • Cooldown: 24s
    • A random effect is given to the targeted enemy, and to the player.
    • Targets next enemy hit.

Archer - Bow, Quiver, Leather Armor

  • Passive: Nimble Shot
    • Grants slowly decaying speed on hit, caps at SpeedMod, does not stack.
  • Ability: Quiver
  • Ability: Eagle Eyes
    • Duration: 15s
    • Cooldown: 120s
    • Doubles the effective range of the bow.
  • Ability: Bow Strike
    • Cooldown: 1s
    • Makes a melee attack with the bow, stunning the player briefly, and slowing the target.

Huntress - Bow, Trap, Leather Armor

  • Passive: Precise Aim
    • Reduces dexterity by 40%
    • Deals DexMod %MaxHP damage
  • Ability: Trap
  • Ability: Heavy Crossbow
    • Cooldown: 120s
    • Knocks back target significantly
    • Fires like a quiver.
  • Ability: Elemental Arrow
    • Duration: 3s
    • Cooldown: 15s
    • Cycles through Water, Fire, Air, and Earth, after each use.
    • Water: Slows
    • Fire: Burns
    • Air: Weakens
    • Earth: Exposes
    • Fires like a trap/poison.

Ranger - Bow, Critter, Leather Armor

  • Passive: Teamwork
    • Attacking an enemy also targeted by your critter will deal 50% more damage.
  • Ability: Fetch
    • Duration: 5s
    • Cooldown: 30s
    • Targets an enemy to be slowed and attacked. If no enemies are targeted, your critter will attack the closest enemy to it.
    • Point and click, within range.
  • Ability: Tend to Wounds
    • Duration: 5s
    • Cooldown: 120s
    • Your critter slightly heals nearby players over time.
  • Ability: Forage
    • Cooldown: 180s
    • Commands your critter to find consumables to aid in battle.

Knight - Sword, Shield, Heavy Armor

  • Passive: Fortification
    • Heals the player when standing still, interrupted by taking damage.
  • Ability: Shield
  • Ability: Hold Fast
    • Cooldown: 1s
    • Toggles, when active, reduces speed and dexterity by 25%, increases defense by 25%.
  • Ability: Bastion
    • Duration: 5s
    • Cooldown: 300s
    • Absorbs piercing shots, and gains 75% damage reduction.

Paladin - Sword, Seal, Heavy Armor

  • Passive: Holy Strikes
    • Deals 25% more damage to the undead
  • Ability: Seal
  • Ability: Inspire
    • Cooldown: 120s
    • Gives nearby players temp HP.
  • Ability: Divine Light
    • Duration: 10s
    • Cooldown: 60s
    • Struck enemies burn. Struck players have increased vitality.
    • Targets multiple random locations on the screen.

Warrior - Sword, Helm, Heavy Armor

  • Passive: Well Trained
    • Grants a bonus to your lowest stat.
  • Ability: Helm
  • Ability: Dodgeroll
    • Cooldown: 1s
    • Rolls in direction of momentum.
  • Ability: Break Free
    • Cooldown: 120s
    • Removes any movement restricting debuffs.

Ninja - Katana, Star, Leather Armor

  • Passive: Become Unseen
    • When standing still for 3s, the player becomes invisible. Any actions will reveal the player.
  • Ability: Star
  • Ability: Slash
    • Stored Uses: 3
    • Cooldown: 45s
    • Deals damage and moves the player behind the enemy hit.
    • Targets an enemy the character is facing, within range.
  • Ability: Focus
    • Cooldown: 45s
    • Refills 50% of maximum mana. Refills 100% if invisible.

Samurai - Katana, Waki, Heavy Armor

  • Passive: Disciplined
    • Gain decaying attack on hit, caps at WisMod, does stack.
  • Ability: Waki
  • Ability: Slice Shots
    • Duration: 10s
    • Cooldown: 180s
    • Grants the power to split incoming shots towards the player. Dexterity is heavily reduced during the effect.
  • Ability: Heavy Strikes
    • Duration: 10s
    • Cooldown: 120s
    • Attacks bypass armor.

Slayer - Katana, Art, Heavy Armor

  • Passive: Indomitable
    • Gains double the benefits from armor. Damage reduction cap is increased.
  • Ability: Art
    • Duration: 6.5s
    • Cooldown: 6s
    • Applies special effect to attacks
  • Ability: Rage
    • Duration: 30s
    • Cooldown: 180s
    • While raging, Life and Resolve are buffed. Additionally, all damage taken during this effect is taken as bleed damage (DoT).
  • Ability: Burn
    • Cooldown: 1s
    • Toggles, when active, sets player on fire, and does extra damage on hit.

Rogue - Dagger, Cloak, Leather Armor

  • Passive: Backstab

    • Deals 100% more damage from behind an enemy.
  • Ability: Cloak

  • Ability: Backtrack

    • Cooldown: 30s
    • Teleports the player to their previous location of 5s in the past.
  • Ability: Sneak

    • Cooldown: 10s
    • Hold down the key to sneak. Does not cost MP.
    • Speed is reduced by 50%. The player becomes invisible. Attacking will end the invisibility. Sneak Attacks deal 50% more damage to an enemy.

Trickster - Dagger, Prism, Leather Armor

  • Passive: Mirror Master
    • Damage taken is also dealt back to enemies.
  • Ability: Prism
  • Ability: Throw Prism
    • Cooldown: 20s
    • Lobs the prism as a slow moving projectile. If it hits an enemy, it deals damage. If it lands safely, it will activate the prism in that location.
    • Fires like a trap/poison.
  • Ability: Perplex
    • Duration: 6s
    • Cooldown: 60s
    • Confuses the target.
    • Point and click, player must be in line of sight to target.

Assassin - Dagger, Poison, Leather Armor

  • Passive: Addictive Fumes
    • Heals slightly for poison damage done.
  • Ability: Throw Poison
  • Ability: Noxious Brew
    • Duration: 20s
    • Cooldown: 120s
    • Rapidly increases vitality, and lowers evasion.
  • Ability: Coated Blade
    • Duration: 10s
    • Cooldown: 120s
    • Deals extra damage on attack, and exposes enemies.

#2

Things are looking good! I love the concepts so far. Quick question: Will the sprites be 8x8 and 16x16 like RotMG?


#3

Yes! I’m going to be using similar art assets for the design of the game.


#4

solid ideas here, but a few in particular caught my eye.

since confusion has never (to my knowledge) been used on enemies, I’m really interested in knowing how it would work. Is it going to affect enemy movement, their accuracy or their chance of landing a hit because of evasion?

this one is really good, I’d just hope it allows for a 1-2 second immunity as well, seeing as you can easily get chain paralyzed/confused right after you trigger it.

Thank you, now the Necromancer lives up to his name. though I’m a little confused on what you mean by “contact damage”.

overall, mostly everything is really solid, and the abilities are good as well.


#5

Confusion will break enemy chase AI, and cause them to move away from players they were chasing, as if no player is their target, and passively move in random directions. They will still shoot however, and because of their slight movement, it isn’t the same as paralyze.

Yes, the effect will prevent chain movement debuffs for a short time.

In my game, aside from projectiles, enemies can attack by dealing contact damage. This is because there will be damage immunity in the game, after getting attacked (100 - 500ms, will tinker with value). This makes the bullet hell dream that I aspire for, a tiny bit less punishing. If you make the poor decision to stand on Septavius or Oryx, you will be damaged massively, but not necessarily insta killed. Stun will not block contact damage.

In this case, the undead you summon, for example, a mini skeleton, will follow the necromancer and chase the nearest enemy. It will only deal damage when it touches the enemy. I imagine the limit for amount of undead to be between 8 - 12, depending on your items. The undead won’t take damage from touching enemies, but they will take damage from projectiles.

The reasoning for this, other than having a cool undead army that you can summon, is to lower the amount of projectiles on screen during gameplay. Imagine fighting O1, with 5 Necromancers, each sporting 8 - 12 undead, each shooting a projectile.

The ability will cost 100 max health, and give the player 100 temp health. The summoned undead will have stats based on your stats, so a player with more Life will have beefier undead. A player with higher defense will have tanky undead. Higher attack, stronger undead, etc. etc.


#6

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