# PSA - An overview of the upcoming class system

**URL:** <https://forum.norestforthewicked.com/t/psa-an-overview-of-the-upcoming-class-system/21532>\
**Category:** Wicked General\
**Tags:** classes\
**Created:** [January 10, 2026, 5:14pm UTC](https://forum.norestforthewicked.com/t/psa-an-overview-of-the-upcoming-class-system/21532 "2026-01-10T17:14:53Z")\
**Posts on this page:** 1\
**Showing post:** 63

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**Author:** ![Lombix\_4](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/lombix_4/32/9402_2.png) [@Lombix\_4](https://forum.norestforthewicked.com/u/Lombix_4)\
**Post date:** [February 22, 2026, 12:27pm UTC](https://forum.norestforthewicked.com/t/psa-an-overview-of-the-upcoming-class-system/21532/63 "2026-02-22T12:27:26Z")

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> [@Damius](#):
>
> I would still end up trying a bunch of new traits even if they could be leveled.

Yes but given the opportunity the player in the context of a difficult game always chooses the most efficient option rather than the fun one.

It’s true that many players would be able to try new things even at the cost of having fewer statistics, but I don’t think it’s appropriate to put players in a situation where they have to make a choice like this, an option like this punishes less skilled (or scared) players.

> [@Damius](#):
>
> It’s not so much rigid as it is encouraging investment once you have decided on a playstyle.

There is no need to reward commitment to a build, players who want to stay with the same build are free to do so and are already at an advantage over players who want to do different things since they don’t have to think about skill points, they can master their build from a technical and execution point of view.

> [@Damius](#):
>
> I don’t mind if the early game is very simplified, as that is a standard in most RPG games in the industry.

I understand adding complexity as the game progresses, but this system isn’t so complicated that there’s a need to do something like this.

(And just because this is a common thing doesn’t mean this game has to do the same)

> [@Damius](#):
>
> it would be even more fun if you can also progress your character in more ways than just ‘number go up.’

I would prefer to have the freedom to have an interested build from the beginning of the game.

> [@Hermann\_Angerer](#):
>
> Do you guys really think it feels good to not grow stronger (at least the class system compared to the attribute system) from lvl 1 to 60?

I find that getting stronger is not particularly interesting, when I make a new build it is not to get stronger but to change my playstyle, I think more games could avoid implementing “false progression” and come out better or unchanged.

I also talk about it here in more detail: [The upcoming Class system is a bad idea - #6 by Lombix\_4](https://forum.norestforthewicked.com/t/the-upcoming-class-system-is-a-bad-idea/23997/6) .

> [@Hermann\_Angerer](#):
>
> Ideally I think a game should become easier if you do everything optimally and harder if you do everything wrong.

I find it annoying/problematic when a game becomes simpler from a technical point of view just because you did your build well, I want to change my play style with the builds, I don’t want to make the game simpler.

> [@Hermann\_Angerer](#):
>
> Due to the reason that enemies become stronger over time

Just don’t make the enemies stronger xD (from a statistical point of view) the enemies’ moveset becoming more complex is all that’s needed.

> [@Hermann\_Angerer](#):
>
> I am not sure if equipment scaling alone would be enough.

Just balance the game correctly, idev decides both the player’s and the enemies’ stats.

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_[View the full topic](https://forum.norestforthewicked.com/t/psa-an-overview-of-the-upcoming-class-system/21532)._
