First Preview of our Class System

I feel like the attribute system could be fine, it’s using it to scale weapon damage in a randomised loot game that’s causing the problems. People don’t want to waste points
boosting strength and then have a legendary Dex weapon drop off the first boss. They’re waiting for something good to drop first

I’m only seeing dual wields for daggers, nunchucks and arms.
I love dual-wield weapon types so how about:

Viking Str-Dex

  • Description: Fierce savage warrior that does increased damage with each consecutive attack. - I’m thinking Wolverine type of character. Each attach grands a + damage buff, up to a max %, and reset buff’s duration.
  • Weapon: Tomahawk (Two-Handed, dual -wield)
  • Armor Type: Leather

Duelist Dex-Int

  • Description: Riposte master.
  • Weapon: Double Curve Swords (Two-Handed, dual -wield)
  • Armor Type: Leather
    Considering that each weapon type have their specific characteristics, dual curve swords could make parring easier by having a more forgiving parry time window.

Sounds like the start of something that could be great. I’m looking forward to testing the first iteration. Which begs the question, can I be a part of the testing for the first iteration of stuff like this?

I’ll gladly test this new class system, but I’m not sold yet. In an ARPG, locking classes with limitations feels bad for player expression, in my opinion. Even if some made ‘bad builds,’ it doesn’t mean the attribute system is bad in itself. It could be great, but at first glance, I personally don’t like the idea. I like FF Tactics’ job system, but it’s not the same type of game.

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I see this more like Souls Games classes. Something you choose at the beginning of the game that gives you a general archetype or path but that you are free to change and mold as you want.

What I’m confused about is that Tom said that he want’s to burn the attribute system to the ground, so I don’t know how leveling is going to work, but he did mention, multiple times, that the goal is for more character customization options and freedom.

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Please take an attempt at this, it’s great for people who enjoy class based RPGs with a strong sense of class identity.

I enjoy not being an amorphous blob of identity, which is a problem in most souls titles.

The class provides a background and identity for the character.

I wonder if you guys mentioning Factions down the line has some association with where the classes might be hailing from in lore.

By all means it’s OK if it’s fluid and one can change between them. This is the final fantasy model. But it is really cool when classes are distinctive and it’s not just a matter of wielding x or y weapon and armor.

Need to be tested. It is not about how you or me are seeing it but how Moon studios will implement it.

Looks very ambitious, a lot of new weapon types we haven’t seen yet which is exciting!

So far I’ve seen Thomas make mentions of:
-Final Fantasy Tactics as an inspiration (love this!)
-Making leveling addicting/exciting
-Class Skills

So I’m wondering if it’ll involve leveling specific class archetypes to unlock skills/perks that can be slotted into other archetypes to create a desired build?

For example in FF Tactics you can get support abilities that lets other classes equip weapon types they normally couldn’t.

Overall I find a perk based system way more interesting than attributes. Excited to see where this heads!

I loved every direction the game took so far.

Reading the above, 40 classes sounds huge, also considering the amount of work required and would be totally awesome. With ranged physical and magic damage mentioned, as well as healing, which implies teamplay, this would add another variance and depth to the combat play. Yesterday the bounty brawl with the black trench council came up and this was just an awesome blast to battle those annoying three boneheads. that as team against team would just rock. Raiding NRFTW style.

+10 for the dualwielding Brute, should it get the chance to make it in the game. That is my favourite class. But seeing your awesome 2H especially great hammers animations, you made me switch. Can’t wait to go back and try a dualwielding plate-dragging damagedealer again.

The current system is quite open and it’s fun to have the flexibility of a set of weapons fitting to the specific attribute built. Some of the current mobs ask for switching weapons. Also not having Fire Throw on a 2H asks for switching between 2H and 1H during combat. Also not having a Strength based Great Hammer is a bit sad. Running an all-2H-set is big fun, too. But whatever you cook up, it will certainly be great to play.

No, don’t do this.

Emergent playstyle from build+gear is what the game has been built on, This is a complete rework that pigeonholes us into specific weapon setups, it takes away the fun and freedom of build diversity.

Especially since this is supposed to be a “high level” feature? You’re allowing player to go through a large portion of the experience without constraints and then you impose contraints on them? Maybe there’s somethings I’m missing but that seems like a poor move.

Personally I think it’s fun to wade in with a greatsword, switch to a rapier for more single target stuff, and whip out a shield for other situations.

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Nobody said it’s gonna be a permanent lock in class.

And they could just make modifications down the line that doesn’t lock down weapon choice, so you can use a staff instead of a wand, etc.

What are you basing that on? An assumption you’ve made, or is there some information they presented other than “subject to change”? And if they did start doing that, how would it be any different from the current system?!

Thomas has posted here and in twitter already clarifying that there is freedom to the system and no hardlocking.

The presentation here is purely conceptual. Why be reactively negative without seeing the product in practice?

Let them do their work and then submit your feedback when you see and test the concrete product.

Why assume the worst from the developers that gave you Ori? Do you think that they don’t want to give players a similar outstanding experience with this game?

So if this just means archetypes to guide the player toward a general idea for their build, then sure, whatever.

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I don’t know how the system will work, but i hope it doesn’t restrain the player from going certain builds. Many like being a mage in heavy armor, i like going rapier wearing my cool ass plate armor. The system is fine if it gives buffs and boost your proficiency with a certain weapon/armor but i hope it doesn’t negate you from using another type of armor or weapon. I don’t know about the first FFTactics, but i remember one of the games to give the ability to mix 2 classes, just saying.

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Talking about your doubts and opinions isn’t being negative. By the way letting player express those is one of the goals of an EA.

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Why react positively? Why react at all? If the developers said they were conceptualizing removing all weapon from the game and making it a farming sim would you say “Just let them work guys, please!”

I can express my negativity towards a system before I’ve seen it based on my experience with the game so far.

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Are you seriously even asking this ?

  • After difficulty nerfs in the last two hotfixes ? (whole areas knocked down in levels, bosses dumbed down, poise boost catastrophe, roll almost as many times as you want, and more)
  • After stating the reason(s) why this class system is being implemented in the first place ?

Sorry our “give benefit of a doubt” is at the edge of the void.

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Nobody said to not express them. I’m just questioning why the default is to be cynical without having seen anything concrete yet.

Why not if you dislike the idea?