First Preview of our Class System

Because we don’t have the details of implementation yet. All he’s said is the concept for class names and the associated gameplay aesthetic.

We don’t even know how the system works.

Fair point, and personaly I’am eager to test the thing, even if I have my doubts. But some people my not like the basic concept of a job system like some other may love it. Both side should give their feedback if they love the game. No need to be dramatic about it, trust the devs to use those feedbacks to the best.

Stinkerbolle gave you an answer before me)
Because of Ascended conception from POE2 I feel that it’s an interesting direction that can give interesting result to both sides who want current gameplay and those who interesting in some class changes.

The thing about attributes is that what they bring to a game mostly is a build Aesthetic. There is a great deal of meaning behind RPG attribute names, when you say Agility or Strength or Intellect those words themselves activate people’s imaginations and conjure a player fantasy, because fantasy roleplaying attributes have such a long history and meaning already imbued into them.

What stats DO in Wicked is that they force you to choose a particular slice of weapons that your character will be able to use. That is all they do, there’s really nothing else going on, but even this super basic choice of which equipment you’ll use can be very appealing IF the slices you are able to choose between line up well with the expected player fantasy that is attached to those attribute labels. I do not think that Wicked does a good job of achieving this right now, mainly because hybrid stat builds are too strictly forced, too strictly separated from pure attribute builds and too many weapons are allocated to them.

BUT if the attributes are going away then that doesn’t matter. What does matter is that you still want to activate the player fantasy that those attributes represented. A class/job system can do that, because class names have meaning to people in a similar fashion to the attribute labels. I would be shooting in the dark to talk about anything mechanically when we have nothing but a list of class names, but the idea of class names which slice build options up into themes that fit existing player fantasies is far more appealing to me than replacing attributes with something bland and sterile like Attack Power. Even if that is mechanically what they are right now.

Honest question , do we really need name of classes / identity ?
We are a cerim .
If it’s indeed needed , then you can also look at the dungeon siege 1 leveling system ,
I loved the dungeon siege 1 leveling system , you use certain weapons you get proficient with and get increase to stats and get titles/ranks according to your highest stats , no ilusion of choice , you just git gud with weapons/magic Maybe unlock some specializations when reaching certain ranks/titles where you can select a pair of passive and active skill so that can indeed give you the identity of that class for instance 2 passive and 2 active skill and 1 of each to keep when going other class , you can only have a pair of 2 passives and 2 actives at a certain time from all the classes/titles/ranks you unlock , but can switch on a whim .
Imagine this :
Playing with a tome casting healing and holy skills for a bit unlocks the priest title .
You then get to select 2 passives from 6

  • casting a holy skill recovers 10% max life
  • you can wield two tomes with 30% less effectivness

And 2 actives from 6 skills (maybe rune selection to keep the rune system intact which you imbue weapons with )
You then switch to a 2h big ass axe until you level up in rank of 2h big ass axe , and unlock the warlord title which gives you :

  • Leech 5% of damage
  • The first hit always staggers , cooldown 8 seconds

At this time you can either keep having the 2 pasives and 2 actives from priest and keep calling yourself a priest (even though you are using 2h big ass axe ) , 2-2 from warlord and call yourself a warlord or combination 2-2 and become a crusader or something like that .
So you can have the dual wielding tomes and leech 5% of damage or casting a holy skill recovers 10% max life and the first hit always staggers , 8 sec cooldown etc.
Imagine you are 45% life , you stagger a mob with a short casting holy skill like SMITE , recover 1o% life , putting you at 55% life . and then switch to a great bow which has an affix : deal 20% increased damage on high health , and charge up a big ass arrow to shoot and nuke that damn plagued bear , calling yourself a crusader .
And you can only get a maximum number of increases to stats , like getting 90 points to choose you instead gain them step by step using weapons/skills without having prereq and needing to allocate points to stats only so you can use certain weapons .
Careful , dodging a lot means increasing stamina and might gimp your build !
For equip load , using heavier armor makes you gain stat faster , cloth slowest gainer .
Game is so fun nevertheless , amazing artistic vision (art,sound,atmosphere) , combat is getting more and more fleshed out . i really hope moon gets the praise it deserves !
Thanks for making games , you rock !

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I don’t think he will just lock people into a single class/job and rob people of build freedom as he said he is taking inspiration from the final fantasy tactics job system on twitter where you can switch and keep benefits from classes as you progress through the gradual class hierarchy (i think it’ll also be nice to see a new approach to rpg weapon scaling as some of the scaling in the game already is kind of scuffed with weapons in the same category being completely thrown to random stats.)

yes! we need a lvl 1/lvl 0 class

To all of you who can’t give the benefit of the doubt anymore, who’ve lost all hope and no longer smile when the morning light breaks…

I’m sorry to say it, but this sounds awesome :relieved_face:

I love Final Fantasy Tactics and Tactics Advance as much as any other FFT fan but there’s a part of me reading this that kind of doesn’t get it or want this.
I sorta don’t want to be constrained to a type of gear or weapon. One of my gripes with the game is that there’s not much if any build-crafting. This type of system reads to me like there will be even less freedom (shockingly).

I hope im wrong.

I would much rather see a system that let’s you slot in class passives or abilities that you can learn kind of like in FF Tactics but you’re still allowed to wield whatever weapon and gear you want. I’m also curious to see how will the loot system fits in all this?
I think Thomas is a good game designer with a lot of heart and passion and knowledge; however I caution against making your game too much of a blend of everything you’ve ever loved.
Either way, I have no insights on any of the details of the new system but this is just my first impression. I kinda don’t get it, but I also kind love the idea of jobs and at the same time I’m a bit weary to what it could be.

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love how necromancy as a planned mechanic has just been casually announced lol

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I think you should have to pick a starter class, but it only give you the weapon matching the class and a overall guide about how to build it. Would still allow for freedom in builds and remove frustration for not getting the weapon class you want in your playthrough. (Like me not getting a scythe 50hours in)

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he mentioned on twitter how he wants to do something similar to the final fantasy tactics job system where you can generally branch out from starting classes into other ones so he probably isn’t locking out using different weapons nor locking people into certain classes forever (he probably isn’t even really doing this for the anti attribute people but just wants an excuse to try it out lol)

I think a branching job system could work perfectly well in this game. Let me be an Onion Knight too.

I saw on discord that you’re open to the idea of a skill tree in the game.

Update: Apologies, the skill tree idea was not correct, I misunderstood some messages from Discord

After reading your post and a lot of the comments, it seems like many people are worried about being locked into just one class.

So, I was thinking, what if there was a way to switch between “subclasses”, kind of like how World of Warcraft does?
For example, if you’re using a Strength-based class, you could go home or to a wardrobe (or something similar) to switch to another Strength-based subclass (Brute, Warlord, Barbarian, or Sentinel). Each could have its own skill tree or preset that you can save or reset.
The same system could apply to other class types as well.

That said, and this might be a bit controversial, I actually like the idea of not having access to every class with 1 character. I’d love to be the Paladin or Support role when multiplayer arrives, and I want that choice to feel meaningful and unique within the party, same thing for professions, if they come in the future.

Also, I think it’s important to listen to the community, but we should all remember, this is Moon’s game and it should be a project that also represents their vision.
Unfortunately, it’s impossible to please every gamer. The reality is that when someone’s unhappy, they tend to speak up more and move on to the next thing. But when people are enjoying the game, they often just stay quiet (you have my positive review since 2024 :slight_smile: ).

That’s also why I believe custom rules for realms could be a great fit. Just as an example: I’m not a fan of carrying 99 items in my pocket, but I totally get that others like it. Same with difficulty, backstabs are much easier to land now, which feels like too much for me personally and I believe that during fight it should be harder to land, but again, it works for others.

Hope this feedback helps you! If there is a PTR in the future, I’m in! <3

As long as this system is not restrictive in terms what can be equipped on a character and how they use that equipment/classes I am ok with it. The best thing about Wicked is that you are not forced into a narrow path what you can do, you can wield a greatsword in full cloth armor or be a spellcaster in full plate, non-standard playstyles should be supported

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This could just be me talking at 1 am but is this idea simply like a title and visual updates to help people pick their upgrades better or is it supposed to be an overhaul of leveling? I mean hey if I get necromancy then I’m a happy guy! Hopefully we’ll hear more about this soon.

Few things I’m missing:

  • dual wielding berserker: 2 axes, incoming damage reduction through shear rage/adrenaline instead of armor
  • Axe throwing barbarian
  • General of the dead: effectively King Leoric, being a necromancer that also wields a huge weapon himself (bow should also be possible)
  • Amazon: throwing spears like plague javelins or splitting lightning spears
  • Druid beastmaster: training his loyal companions to ravage through hostile forces
  • Shapeshifter: bite or claw your way through enemies with your powerful werewolf/werebear forms

Honestly summons and throwable weapons are 2 of the major fantasies I’m missing in the game right now

Are you aware there are multiple runes for throwing weapons, especially axes?

Any idea when we will be getting the 2 handed katanas added?

I like it. I always wonder if I should use Cloth or Mesh or Plate for a certain build, but these are good guidelines for how builds can be default, and you can still modify and experiment however you want