First Preview of our Class System

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
:flexed_biceps: 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

:leg: 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 :laughing:)), Buckler (Light-weight Small Shield)

:man_mage: 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

:palms_up_together: Faith - Cleric

  • Blunt Weapons with Supportive Runes
  • Shield with Higher Plague Resistance

Ex: Maces, Hammers

Hybrid
:flexed_biceps: Strength + :leg: 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)

:flexed_biceps: Strength + :man_mage: 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 + :palms_up_together: 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

:leg: Dexterity + :man_mage: 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

:leg: Dexterity + :man_mage: Intelligence - Assissan

  • Have Movement Attack Runes or Multihits Attack Runes
  • May have Plague theme
  • Built-in Backstab Damage

Ex: Daggers, Katar

:leg: Dexterity + :palms_up_together: Faith - Martial Artist

  • Blunt Fist Weapon
  • Ranged Attack Runes
  • Evasion-based Attack Runes

Ex: Gauntlets

Ex: Hex Rods, Bonestaves, Scythes
:man_mage: Intelligence + :palms_up_together: Faith - Unholy Spell caster

  • Plague Spells Runes
  • Undead Summon Runes
  • Curse Runes

Ex: Hex Rods, Bonestaves, Scythes

2 Likes

Just throwing my two cents in: I appreciate there is discussion over what to do with attributes and classes/class archetypes, but ultimately I stand by two things:

  • class archetypes should merely be that, archetypes. ultimately you are free to invest in what you want, and there should be benefits and drawbacks to leaning really hard into a single stat/archetype, and doing a more all-rounder/jack of all trades/more complex build setup that involves “off meta” combinations. and that tradeoff SHOULD NOT be related damage by the way, or should not just be damage to the point it makes one of those options far more enticing than the other.
  • building off that first point, not only should your archetype be determined by your stats, but your playstyle/your archetypes playstyle should be (much more significantly) determined by stats. Ie, stat dump attributes that don’t do anything but raise a damage number on a weapon. If the Brute “class” is supposed to play a certain way like be tanky, slow, hard hitting, high life, high equip load, etc, then investing in strength should benefit some/all of those things. Levelling should be a game of oppurtunity cost where nearly every attribute has some value to every build, and you have to decide between levelling stats that benefit youre playstyle more (specializing) or covering your weaknesses by investing in lower stats (generalizing).
1 Like

I would rather you make have less classes but have multiple weapons available for them.

For example the Warrior archetype can use all physical melee and ranged weapons, so any time they pick up a sword or a bow, they get points towards being a Warrior. But at the same time, if the player picks up a mace, not only will the Warrior path get points but say the Paladin and Cleric will as well. Bows will allow for Warrior, Rogue/Thief/Assassin and Ranger. So on and so forth.

In MY mind (And maybe I’m wrong) allowing for multiple weapons for each ‘class’ it’ll allow for more build diversity and choice for players.

What if they want a paladin who goes Great Sword on his main, but Sword and Shield as a back up option? Or maybe someone wants to play a twin dagger Warrior? You can. And if players want to try a differing class, but similar weapons? That option is there too.

Am I making sense?

Why does the game need classes?!
That list doesn’t show any advantage, only restrictions to player choice.
And can they be changed? Or are they merely added to force rerolls?!

1 Like

well i’m casual player lol ofc i’m not game designer.
if you want make money and reach casual player.
beside patch 1 thomas do alot of QOL lmao.
→ resocket gem (more build more theorycraft) => fixed in patch 1
→ More loot (i dont want risk my limb and food to get a single POTATO) => he fixed it in patch 1
→ More flexible (rescoket gem + resocket rune + rune utility) => he fixed in patch 1

well thomas literally do what i’m voice.
stop being EDGY bruh you want sell the game sell to cascual gamer like me.
so i can recommend to my friends your choice.

suck on my nuts thomas patch 1 literally my take lmao.

You guys seriously need to get off discord and reddit and realize you’re in a public forum with adults and people of all ages. Why the vulgar language and childish expressions? This is something you do with friend groups; you wouldn’t talk like this in a public gathering face to face.

well he attack me first i only raise my opinion and feedback.
tit for tat

Could you give an example of an ability and a trait? And how does the choice affect weapon usage?

Are you guys shooting for these changes with patch 1 or further down the line? Really like the look of these, but something that will probably need to get out to the community ASAP for testing as this is a pretty big change to the game.