My experience and feedback

Hello,

First of all id like to say thank you for allowing us to play the beta for coop and extending it through the holidays I have thoroughly enjoyed playing with my friend, and my build is getting pretty good so I really hope these characters get ported over to live. That being said obviously you probably know about the issues with connection in the realms and the constant DC and all that lag etc… and I am confident you all will fix that before launch. What I really wanted to touch on was the crafting and end game loop, between the crucible, pestilence, and plague ichor farm. I think these systems should be more interconnected. I should not have a back log of 20+ plague ichors because I dont need to upgrade anything. Maybe let us use them to spawn pestilence zones, or trade them for fallen embers. The pestilence zones spawn rate is very slow and the rewards even when fully juiced up sometimes arent that great, having certain currencies modify them differently would be neat to see. Letting us use the pestilence zone loot to roll special mods on our items that are corrupted and act different would be cool, and letting us corrupt blues into purples would be amazing. If we craft a blue and we roll it well and put a gem into it then use a husk on it and it takes whats on it and rolls the values and adds the negative enchant and the last positive would be neat. Crucible needs more than just the one boss and a store, if there was a way to enchant items in there a certain way would be cool or if there was just more to do inside at the halfway point, and if there were a wider variety of bosses at the end which can be like adding for the existing boss to do other bosses moves randomly etc… basically what im saying is this game is amazing I will continue to play it, and with the systems you have in place now I think you can do some pretty cool things if you make them interact with each other a little more. Please dont add classes just let the runes do the work, make corruptable runes so they can do cool stuff, and just a wider array so people can play “druid” or “cleric” by having special runes in weapons to make that possible. Either way exciting to see what you all cook up and cant wait to keep playing this game.

The class system will be a soft class system, inspired by Final Fantasy Tactics’s, and will be added with 1.0. Each weapon will be assigned to a class. By using a weapon you gain points, that you can use to unlock traits with. A limited number of those can be equipped at a time. Here’s a list of planned classes shared on the Discord:

  1. Marauder - Don’t worry about getting hit, you gain bonuses for that. Just smash.
  2. Assassin - Get out of Combat / Deal Sneak Attacks
  3. Pyromancer - Deal lots of burn or burn buildup, then combust or rely on Damage over Time. The more enemies you burn, the better
  4. Frost Mage - Try to slow down and freeze enemies with your runes, then shatter them with physical hits or runes
  5. Brute - Try to interrupt / stagger enemies as much as possible while dodging their attacks
  6. Berserker - Try to perform fatalities cause you gain bonuses from those
  7. Barbarian - Build up Fury through killing / staggering, then unleash a charge / rune attack to deal up to 100% more damage
  8. Fencer - Parry Class. Deal more Damage after Parry, deal more damage after perfect dodge. Marker appears on enemies during windups: Hit enemies while marker appears and they take more damage. Light Shields increase Parry Window.
  9. Rogue: Death by a thousand cuts. The higher your combo meter, the more effective you are.
  10. Monk: Stamina-based Class. Remove downtime after last hit with a trait, keep hitting enemies with stamina gains without getting hit yourself
  11. Knight: The lower your health, the less damage you take. The more damage you take, the higher your own damage.
  12. Paladin: Charged Attack Class. Smite. Retribution. Auras.
  13. Guardian: Should be simple Allrounder class. Blocking an attack increases damage of next attack, basic stat increases, each consecutive combo deals more damage, light shield increases parry window.
  14. Plaguebearer: Affliction Class. Inflict yourself with poison (plague), infect other enemies passively while you’re near them, then take enemies down by dealing more damage to them once they’re plagued. Moment to Moment: Use Plague Buildup Runes to get enemies to plagued status, then use payback runes to deal massive damage to plagued enemies.
  15. Cleric: Focus Class: Hitting enemies drops focus orbs that any player can collect. Runes are all support: Heal Auras, Cleanse, Res, etc.
  16. Stormbringer: Crit Class: Build your entire class around critical damage, Crits deal even more damage, enemies that hit you get shocked / shock buildup. Line up enemies to thunderbolt through all of them. Other runes ricochet.
  17. Archer: Bow and Arrow Class: Dodge enemy attacks, retaliate with arrows.
  18. Crusader: Anti-Paladin: Super heavy, slow hits, themed around plagued. Gain high focus in order to perform plague supers.
  19. Dragoon: Long-Distance Melee Class: Damage goes up the farther away you’re from an enemy - Hit enemies, get away to build up damage buff, rush back in to deal massive damage.

Here’s also a mockup of the classes screen, which also got shared on Discord:




I hope this provides you a nice overview of the upcoming class system, which I think seems very promising.

This looks interesting and I am sure it will be fun to play. I was wondering what do you do if you like the equiped weapon (I like the 2h tree) so you are whichever class that is, but you dont like any of the traits you unlock for it? Does that mean you will have to level up another weapon you dont like to play with to get traits that you like to use with the main weapon(the 2h tree) you want to use?

We don’t have much info on this system yet. But yes, that’s how it seems, it will work.

Hm that would be the only problem I could see. Now its nice because if you get a new weapon like the attack pattern, and runes on it you just respec your stats farm some runes and good to go. It would feel kinda bad if you liked playing with one weapon but hated the traits you got from lvling up that class. Then being forced to use a different weapon type to farm out some traits you like just to go back and use the weapon you liked at the start. I dont think a class system is bad but I dont think people will want to feel locked into one thing with no ability to kinda make it their own. Maybe I want to be a witch with a 2h hammer for whatever reason so on and so forth. Like right now I am playing a high stam and focus 2h hammer glass cannon bleed build if the classes are going to take a away having fun unique builds like this I feel like people wont be too happy with it.

If most of the traits revolve around the weapon you unlock it with it’s not a big deal I think. Needing to go a little out of your way to make a less conventional build can be fun in it’s own way unless the grind is way too big for it. But if the traits can be super generalized it will probably not sit right that it’d be locked to specific weapons.