POG epic
PT: 3 new Classes. Bard, Battlemage, Summoner
Posted this on reddit, but ill post here too to see other peoples thoughts:
Did some very light testing, Bard is extremely cool but feels kinda clunky, i almost feel like it would be better as a held ability like ninja star. The duration is just too short for it to feel good, especially on a bow class where the range really isnât needed.
But seeing as the abilities are the only focus, idk, its in a wierd spot. Itâs REALLY good on melees and dagger classes but completely un-noticed by bow wand and staff classes. I feel like an increase in projectile speed could be an alternative way to go so that the impact is felt by all classes. The inspiration buff is also good, but feels like it was tacked on so that wand and staff classes wouldnt feel left out.
With its current config, the bard is in an odd spot where he literally sees no benefit from using his own ability.
The summoner is terrible, only due to the mechanics of the summoned thing. The prism thing is soooooo clunky, its almost impossible to use and feel good about it. Also, the starting location of the unit should be changed, as it is now the orb instantly rotates to your back which is useless. It also does 0 damage for some reason, it would be nice if it had some kind of indicator for how close it needs to be to damage something or some kind of projectile. This class could be really good, but with how bad the behavior on the summoned unit is, weâll never know.
Havent really tried Battlemage other than just killing myself on oryx a few times, but it seems meh.
Might go back in later to continue testing/playing battlemage
oh this is embarrassing
Lute
The range buff walks the line of being both useless and powerful. There are many circumstances where having more range (especially for such a short duration) will have zero impact on gameplay, and there are also many circumstances where having extra range will make certain content trivial.
Boosting range is a dangerous idea imo, it has too much exploitative potential. I would see it as balanced if it were given a flat +20% bonus for all tiers, a high MP cost, and a long duration. Having fluctuating range isnât something thatâs easy to take advantage of when youâre not the one applying the buff.
I also agree the idea of having the ârange boostâ effect making arc gaps smaller. This would have great synergy with bow classes. (Which helps since the lute belongs to a bow class.)
From what I understand âEnergizedâ is a way to boost mp regen without affecting wis mods, which is a great idea, but the idea of boosting MP/wis/mp regen is flawed to being with. I think itâs fine as a UT concept, hence the paladinâs UT seal, but it does not fit as a tiered ability for a class.
The Lute is a cool idea at first glance, but it would find many hardships in actual gameplay. At the moment, the Bard is a relatively useless class when alone. (Which is funny since theyâre generally useless in other games too, lol)
EDIT: I quite like Imasquashâs suggestion to make the range boost affect projectile speed rather than projectile lifetime, it makes sense. Perhaps you can re-visit some of these ability concepts after the community has had their word with em.
Gauntlet
I made this class concept right after DECA took the reigns, and since then a LOT has changed. The Battlemage is an old concept that I abandoned for the following reason.
It is not unique.
The Battlemage takes pieces from all three existing sword classes to make something of its own. Unless the goal is to make a class that is capable of a bit of everything, like a jack-of-all-trades, then the concept could be what youâre looking for.
After playing it on PT I was able to understand how it actually functions in-game. (Which was a very weird experience since I thought Iâd never hear about this class idea again.)
Itâs actually not as easy to buff your allies and debuff your enemies at the same time as I had imagined. Thatâs probably a good thing though.
I wrote everything as if you could buff allies with the ability since that was the original idea. Oops.
The 4.4 tile radius of daze really isnât that much when youâre trying to keep your distance from something, so it encourages reckless behavior to make the most out of it. (Such as diving into a group of enemies instead of sitting back and bashing them from a distance like the knight.)
The +4 Def, +7 Speed, and +12 Vit were not noticeable to me at all when playing the class. I wouldnât advocate increasing these stats until they are noticeable though.
If buffing a player with unmaxed speed, or a player with the speedy buff, then they may notice it. Which could possibly lead to a similar situation to when warriors could grief by speedy buffing all players, even if unintentionally. The speed should be removed entirely though.
The def and vit bonus would definitely be a nice addition if the recent concepts that were being tested in PT come around, (Vit âmodâ and def changes) but they would still be negligible. 6 Def and 12 Vit for a T6 Gauntlet may make more sense, but it still isnât going to be very noticeable.
I would personally replace the def and vit bonus with a status effect that applies âsuper defâ (for lack of a better name) after all damage calculations are done (and to all players within a radius). That means it would go beyond the def cap and be unaffected by armor broken and armored.
Iâd say that 7 âsuper defâ on a T6 with 4.4s of daze within a 4.4 tile radius would solve the original issue I had with the concept, but it could still use some more tweaking.
Jewels
The issue I have with this ability is that it is too simple. It encourages doing nothing, no ability in the game does this. (well, at least youâve got to put some thought into using a knightâs shield)
The Jewel ability, in its current state, is something you would activate and then âforgetâ about. There isnât much thinking youâd have to do before or after using the ability, itâs just something youâd try to keep active as much as possible.
Iâd recommend taking inspiration from the Orc King enemy to give this ability more personality.
I wonât go over the stats but I will go over the concept Iâve just thought up.
This ability spawns 2 creatures, each with a specific role. The healer and the bruiser.
They would orbit the user at different distances.
The healer would orbit at a close to medium range and heal by âzappingâ the closest player within range & the player who used the ability.
The bruiser would orbit at a close range and would be able to tank shots for the user a certain amount of times. (Dependent on its own stats) The bruiser will also be able to âzapâ the closest enemy within a certain range, so itâs up to the player to decide whether itâs worth dealing more damage or playing it safe.
Imo, an ability like this ought to have an immediate MP cost followed by an MP drain over time that can be dispelled by activating the ability again.
Thatâs a the first concept that came to mind when I thought of making the Summoner more active, which is done by positioning your minions into favorable positions. This concept could make for some really interesting UT abilities that specialize or do something completely new. Itâd take quite some time to balance though.
After being told that my battlemage concept was in PT I decided it would be wrong not to provide some feedback, so here I am c:
Based on the composition of classes that are currently in PT I take it that yâall are planning on doing this with many of the communityâs ideas, which is a good thing. I donât think many of them will make it without some massive overhauls, but thatâs alright. Here are a few of my favorite class ideas from the community in no particular order. (Classes that I hope yâall will throw into a future PT or take some inspiration from!)
Druid by Barablazer
Valkyrie by Dappertron
Shogun by JohnMH
Note:
Lute needs nerfing; 8/8 Bard with T6 lute can perma inspire & energize without a pet.
T6 Inspire allows melees to achieve 5.25 range. Thatâs powerful, not to mention the effects of energize.
imo T5 & 6 multipliers should be 0.05 more than the last tiers, not 0.1.
MP regen is too significant for the bard. Increasing the MP cost could stop the bard perma buffing.
Hey, Iâm on this list!
Also, Iâm still working on the class and making updates. Since that thread, Iâve added two more skins, reworked the ST Setâs visuals and stats, replaced one UT visually and updated visuals of another, rebalanced every single ability and completely changed one of them, done a ton of name/description changes and visual changes recently, so on so forth⌠itâs really fun to do!
I just donât want to open a new thread for Shogun for like, the 5th time, so instead Iâm just going to pull a sneaky and share the Google Doc.
Oh, and this:
Sidenote, Iâd prefer that taking inspiration from my class - if done - would be minor, since I put my heart and soul into this and donât want it to just be copied at all. Itâs also something thatâs being used in an outside project, so for my sake and DECAâs sake, itâd be better to not directly use it without a bit of discussing.
Glad to see that youâre still improving your class!
I didnât really consider that you were using the class itself for your project when putting it on that list, sorry. Iâll strike it out and put a note next to it to clarify your thoughts on the matter.
Ey, it isnât really an issue. If they take a little bit of inspiration from it, I wouldnât mind, but thatâs really about it due to how much Iâve enjoyed working with the class. (That, and like I said, if they did want to use that or stuff from it I wouldnât mind discussing it.)
Oh, you found that old thing!
Curious what you see in the Valkyrie in particular (over the other ones on that list) that you think it should be considered.
For inspiration. Itâs similar to the Battlemage and Bard, so if DECA is looking to add a class along those lines itâs worth considering all their options. (Plus Iâm pretty sure itâs one of the things that inspired my Battlemage concept in the first place.)
I definitely like a few more on that list, but if DECA looks into what Iâve said theyâll see them all anyway c:
if they make bard a wand class and battlemae a katana one we will achieve ultimate balance
pls
I still like the ability how it is though / it is still a fun class. I didnât care much for the other classes personally / I wouldnât play them myself much
Weâre currently on 6 leather classes, 5 robes and 4 heavies, so factor that into your balancing equation too.
Jewel changes: Good
I didnât really notice the movement being smoother, but perhaps thatâs because I didnât spend much time with it. The projectiles were a necessary addition.
Gauntlet changes: Bad
Well, before I tried out the knockback feature that was added the first thing I see in chat was:
âknock it on meâ
So I did.
As cool of a feature it is, it can be easily used to throw dangerous enemies onto other players. Sadly, I donât believe something like this has a place in RotMG.
Lute changes: ???
I didnât test enough to know why the energized radius needed to be reduced, but I do know that it doesnât address any of the major issues the lute had.
EDIT: I forgot to mention that knockback on a melee doesnât make much sense mechanically. You would want to stay close to the enemy to damage it, so knocking it back would be very situational.
However, if this knockback concept were to be merged with the range buff idea, then it would have good synergy as the player can justify knocking back an enemy most of the time.
xD that was me
I think im in the same boat as you, knockback feels really cool and could be good, but the potential for abuse is just too high
lemme just YEET this Janus key on everyone. If they implement a knockback system that should go straight to the Knight