PT: 3 new Classes. Bard, Battlemage, Summoner


#73

Been awol from rotmg for a few months. What pet nerfs are you referring to? I searched the forums for anything about pet nerfs but all I could find was tons of threads made by players proposing their ideas for how to nerf pets.


#74

probably talking about the in/out of combat thing

in the future, you’ll be tagged as “in combat” after taking damage and your pet will be reduced by (20% I think)

when you’re out of combat your vit and wis works a lot faster


#75

Oh wow I see. So generally speaking, your healing will be reduced when you are “in combat?” How does that affect pets’ combat skills such as electric, or attack close/mid/far?


#76

I don’t think it reduces those, just heal and Mheal

here’s the thread for it PT: In/Out of Combat System and more!


#77

Appreciate it :slight_smile:


#78

Valkyrie
“The Bad Katana”

Not to have much redundancy, but spears as they currently are, are underwhelming. At 4.2 its a shittier katana, making pretty much an inferior/more team friendly Samurai. As I see it, spears are known for their longer range, be it for jabbing or throwing.

Coincidentally, this might be a great weapon idea if weapons could be tossed (like an Assassin’s poison or a Huntresse’s Trap). This would let the Valkarye have the high ground by being able to throw over obstacles and minion barricades to deal with monsters. Ofcourse, this being at a range, not letting her throw halfway across the screen.

Her ability I do like. Its very team-based, like the Bard, but the weakening works for getting her out of sticky situations if she’s up close. The whole “not working on bosses” might have to be discussed but I see where it comes from. For it being a sound kind of ability, maybe have a bit of damage for the Hymn cast, turning it into sound like projectiles (think the Giant Crab), giving her some upper hand on immune enemies.

Overall: I like it, not her weapon though.


Battlemage v2
The Shortstop of Classes

So the concept of “pushing enemies” has always dwindled about. I was hoping to see the Kinght having it first, since a shield bash I imagine would work like Brigittes from Overwatch. Same concept applies to the Battlemage, but perhaps reduce his daze to that of what he punches. Or, have it so the Assassin poison animation plays quickly, and it pushes back in a radius (like punching the ground with a shockwave)

Overall: Did you design this class before or after making an infinity gauntlet ST?


Summoner
“Extra polish”

Still feel the same about it, but I guess its still trying to find its feet.


Bard
“So a Bard, a Valkyrie, and an Scholar Paladin walk into a bar…”


Don’t mind me just totally not shilling my classes, though this would be a fun idea for Enlighten


#79

Many things appear to break with the Battlemage move ability, as many things that aren’t meant to move get affected by it

I was thinking of a “blanket statement” kind of way to implement some logic, such that all “shouldn’t currently be moved” objects cannot in fact be moved and break the dungeon

Consider the following:

Battle mage's ability can push the object if and only if the object currently has one or more movement behaviors active (such as wander, protect, orbit, charge etc etc)

This would mean “always stationary” stuff such as The Avatar Of The Forgotten King can’t get battlemage’d to the beach, but also as it requires “previously moving” objects to have movement active to get affected, it means that you can’t go and push MBC into the corner during his rage phase either. That would be … kinda weird

I’ve thought of it for a bit and it seems to cut down the “shouldn’t move, got moved” cases down by like 99%

of course there are always edge cases, but thats where immunities on the object/current state of obj would cover the final bit as with all status effects!

As without some sort of “base level” resistance to that thing everything in the game can be broken, and implementing a status immunity for each object that needs it by manually checking them all sounds like a ridiculously small brain & defintely-wont-miss-any-and-break-things-for-months kind of ordeal


#80

That’s pretty good overall.

One case where it wouldn’t solve the problem though is when bosses try to move to a particular spot to start a phase. Could mess things up in the same vein as slowing shatters 3rd boss.


#81

Indeed there will bee cases where an object is in a specific state and it definitely should not be knocked off of its movement path.

These are the few edge cases that cannot be distinguished from other movement and need a designer to “flag” that state as “should be movement immune”

Hence,


#82

That’s pretty funny, lol.


Valkyrie
I’m not quite sure why the spear was added in, or why players are providing feedback on it since you stress that the main focus of this PT is the abilities.
(Oh, you do actually stress the spear in bold though, so perhaps I’m getting the wrong idea :v)

Having a new weapon home to the heavy armors would be cool, but there isn’t much breathing room at the moment. I think it’ll take something that’s really unique, while simultaneously fun & balanced, to fill this void if that’s what you’re looking for.
There are several options, but they’d require many changes to be made to give it a spot in the game. (First thing that comes to mind is the sword arc in Hammerwatch, a hit scan attack that hits everything within the cone.)

Regardless, I’m a fan of having weakened in the player’s arsenal, and 25% is a fair amount for a tiered ability. I wasn’t able to test the range much since it seems the PT servers went down, but it felt like the battlemage’s daze before the added knockback. (4 to 4.5 tiles radius is a reasonable distance from what I can tell.)

Focus is a unique effect that can’t really compare to any other status effect, which is why I’m drawn to it more than energized. If a class were to have an MP related boosts for its tiered ability, then I believe focus would feel more active despite achieving the same goal.

Ah, I forgot to mention this earlier!
Any tiered ability that has an MP related boost should only apply to other players, whereas the user will be self-buffed with some damage-related effect–think Mystic. (Berserk/Damaging or +att/dex)
Or perhaps you can draw inspiration from other existing community-made classes and make this self-buff unique in its own way.


#83

The nerf isn’t by 20% btw, it varies, the higher level your pet is, the more in combat will nerf it, since it increases the time between each heal and magic heal, maxed divines are 4x weaker, but lower level pets are affected less.


#84

Basically playing with the Battlemage i found a bizarre glitch in LH, basically i used the knock-back in one of the towers who you need to destroy to have access to one of the path in the spawn room and i destroyed the tower away from the walls and this happened:

and of course have more in other dungeons like these in parasite:

another one in LH:

Maybe in shatters:


#85

“Server is admin only”…


#86

Holy crap Dappy congrats on the Valkyre! Battlemage shoving things around is pretty fun ngl lol


#87

Battlemage is a really fun class and I really don’t want the knock back to be nerfed because kidnapping things is too much fun.


#88

^ It is fun, but not the most useful thing ever. I still like this change but I think it should also maybe daze what is in the cone aswell or maybe just remove the aoe daze and add it to the cone instead. Just to make the cone seem more important to hit I feel would be more fun than just try to get close to aoe daze around you. Didn’t get to try the spear class yet


#89

Probably wont get around to trying these classes out for a long while once their released but glad to see realm is still going strong with a healthy amount of content :+1:


#90

Kinda off topic here sorta but I still feel like an energy weapon class of some sort would be so sick even though ik it is a stretch. Bloodqwen’s sprites look too good Dx guns


#91

I was thinking about the idea of knockback and how it should be implemented rather than just blowing it off like I did earlier.

The Mystic’s stasis is an incredibly useful tool, yet at the same time it can be used to grief players. It’s still in the game though. I gave knockback a second chance after thinking about that.

What I said earlier in that quote still holds true to some extent, but I’ll ignore it for now.

At the moment an enemy that is knocked back is also dazed. That lessens the effect of players intentional griefing each other. The daze effect doesn’t always make less projectiles hit a player though, so it’s unreliable.

That means the Valkyrie’s weaken status effect ought to be a better fit over daze. But you know what would be even better? If the enemy couldn’t deal damage at all after getting knocked back.

Oh wait…

We already have a class that does that perfectly, the Knight. If a knockback effect were to be implemented into RotMG I’d argue that there are two ways to do it safely.

The first option is to rework the Knight’s shield to both stun and knock the enemy back. That goes against the game’s entire history, but it could make for some really interesting gameplay.

The second option is to make the knockback effect only used on some UT shields. The only issue with this I see is the amount of effort that would be needed for just a few UTs. All the knockback immunities and whatnot.

That pushes the gauntlet’s concept back to where it was before. Probably better off not being a thing in prod at all. There are ideas that could make it fit, (possibly the idea I threw out earlier where a def boost is applied after all damage is calculated) but I don’t think it’s worth the trouble.


Instead of sleeping I thought this up. Maybe I’ll find it easier to sleep now that I’ve got it all written down.


#92

In my opinion, there’s way too many good UTs that could be amazing as new class ability concepts. I’d rather have a new class with the knockback rather than giving it to knight.

Whenever anyone mentioned the daze effect in an original idea on here it was always criticized since it would ‘make QoT useless’ for example. I’d much rather have knockback as a new ability, like it is now, rather than putting it on a knight UT hardly any one will have, or putting it on tiered shields when, again, it could 100% be fine on the gauntlet if it was just tweaked a bit to make it balanced in prod.

I’m saying this also partly because when Deca finally releases the status effect immunity stuff, knight will already get an indirect buff by being able to stun more enemies.