While in this post there are interesting weapons introduced, I doubt that completely switch to a strict class system is an overkill of the current issue.
To my understanding, Class System is a design choice on MMO for easier balancing and for better Roles definition.
In a Single/Co-op game like NRFTW, player should be able to freely define their character, and their playstyle, especially player’s skill is a big factor on character’s power.
Most of the current Attribute system work fine, the only issue are the 4 main attributes (damage scalers):
They are called Strength, Dexterity, Intelligence & Faith, people have expectations on these names, but currently these attributes only scale damage requires said attribute. This is ok tech-wise, but the issue lays on the disconnection between these attributes and corresponding playstyle!
For example:
Dual-daggers have Dex based, and Str/Dex based, but even they have unique weapon combo, their fighting styles are similar that player can’t tell why one need Str and the others don’t.
There are fighter weapon with an Elemental theme requires Int as a hybrid requirement, while another fighter weapon also has Elemental theme requires Faith instead!
These happens to almost all weapons’ requirement and comfused the player, they save up attribute points to a point they finally got the weapon they need.
Even then, players are unsure that the next upgrade of the same weapon type & style require the same set of attributes!
These broke the impression links between Weapon Style and the Main Attributes. These Main Attributes maybe better just called Damage Scaler A B C D so player don’t get comfused by the name.
Attributes are a system for player to define style of the character, even these attributes do not carry their own unique value in the system as it is now, they should strictly related to the fighting style of weapons the requires them, so player can safely add points into said Main Attributes, knowing when weapons of said requirements drop, they know this weapon is in the general direction of their preferred style.
Conclusion
Main Attributes need a stronger link with Weapon Style they represented! Every Attribute combination have every weapon styles just not fit with the defination of said Attributes.
Below are my opinion about Main Attributes and their related Weapon Style:
This is similer to Class System, but purely definded by Main Attributes
Pure Attribute
Strength - Brute Force Fighters
- Heavier, generally Slower single hit
- Come with a Physical Charge Attack
- Built-in Big Hit Attack Rune
- Shields with Higher Stagger Damage on Block
Ex: Great Swords/Hammers etc (2H Heavy Melee weapon), Long Bows (Requires brute force to fully drawn (Army’s style)), Heavy Shield
Dexterity - Agile Fighters
- Lighter, generally Faster combos
- No Charge Attack unless paired with Strength
- Mostly with Multi-hit weapon combo
- Mostly with Multi-hit Attack Rune
- Can Dodge-Cancel Attacks at the Beginning and at the End of the attack animation
- Shields with Higher Movement
Ex: Rapiers, Daggers, Dual-Daggers, Claws etc (rely on Pin-Point Precise Attacks to deal damage), Short Bows (Quick Releases with less damage deal (Legolas’s style )), Buckler (Light-weight Small Shield)
Intelligence - Spell Caster, Elemental focus
- Weaker Physical damage, average Attack Speed, generally Higher Focus Gain on weapon hit
- Weapon Combos with Magical Finisher
- Come with Attacking Spell Runes (Mostly Elemental)
- Off-hand with Higher Elemental Resistances or Temporary Barrier
Ex: Wands, Staves, Tome
Faith - Cleric
- Blunt Weapons with Supportive Runes
- Shield with Higher Plague Resistance
Ex: Maces, Hammers
Hybrid
Strength +
Dexterity - Dualist
- Lesser hit than pure Strength but with Multi-hit weapon combo
- Has Charge Attack
- May have Evasion-based Attack Rune
Ex: 1/2H Curved Swords (Light-Weight Swords that swing fast but require some Strength to deal damage)
Strength +
Intelligence - Armored Elemental Fighter
- Built-in Elemental Infusion with Hard-hitting Rune
- Greater Elemental Attack Runes
- Spell-like Charge Attack (Elemental)
- Slightly Higher Focus Gain on weapon hit
- Shield with Higher Elemental Resistances
Ex: Mystic Swords (Swords with Elemental damage theme), Midium Shields
flexed_biceps: Strength + Faith - Holy Fighters
- Heavy Blunt Weapons similar to Strength
- Focus more on Poise / Stagger Damage
- With Defensive Enchantment Rune
- Shield with Higher Poise / Stagger Resistances
Ex: Maces/Hammers, Tower Shields
Dexterity +
Intelligence - Spellblades
- Built-in Elemental Infusion with Evasion-based Attack Runes
- Multihits Elemental Attack Runes
- Spell-like Charge Attack (Elemental)
- Slightly Higher Focus Gain on weapon hit
- Can socket Lesser Spell Runes
- Shield with Higher Movement and Temporary Barrier
Ex: Mystic Daggers, Mystic Rapiers, Mystic Buckler
Dexterity +
Intelligence - Assissan
- Have Movement Attack Runes or Multihits Attack Runes
- May have Plague theme
- Built-in Backstab Damage
Ex: Daggers, Katar
Dexterity +
Faith - Martial Artist
- Blunt Fist Weapon
- Ranged Attack Runes
- Evasion-based Attack Runes
Ex: Gauntlets
Ex: Hex Rods, Bonestaves, Scythes
Intelligence +
Faith - Unholy Spell caster
- Plague Spells Runes
- Undead Summon Runes
- Curse Runes
Ex: Hex Rods, Bonestaves, Scythes