The upcoming Class system is a bad idea

Nop, attribute will be completly removed from the game… That mean, you’ll not be able to chose if you want mort energy / more health / more focus… You’ll not be able to make a full health tanky character, cause every one will have the same amount…

No more encumbrance too, heavy roll/ normal roll/fast roll will be managed by “trait” and we’ll have 6 to chose from.

Here’s a podcast with Thomas, he clearly said attribute will be removed in 1.0 :

i totaly agree with that. It’s been 2years now we’re able to theorycrafting build, even if it is not realy depth, we can make some funny ones… We won’t be able anymore and that suck.

I realy like to try things, get an idea an see if it’s possible to make… Fore exemple, with their new class system, it’ll never be possible to make a mage in full plate armor, or to use a greatsword with cloth… will not be able to make tanky, glass canon, or full barrier character…

Thomas always speaking about Diablo2/PoE, but we’re going far away from that… It’s just a way to make the game easier to understand for everyone… but it’s more restrictive, end game will just be “farming classes” instead of “trying new things with what we find and having fun crafting stupid and funny build”

I unfortunately agree with this sentiment. Having been in the game for a month know, I found the build crafting to be incredibly fun and fidgeting around with items to make a completely different character is a core endgame gameplay loop, even if it feels a bit dry at this time.

I love the builds going on at this time, and I want to avoid the Skyrim/Terraria situation. I like the fact that characters can do their own thing. I will miss this system.

Have you played ever FF Tactics? That’s where they’re drawing a big inspiration from and it has been stated multiple times. As soon as I heard that, I was pretty excited. It’s way more flexible than any attribute system I’ve seen and constantly having to respec just to try out different gear.

Disagree, I think classes having identity and being balanced around a certain pool of traits is healthy for the game as opposed to the current game where plate wearers can cast like no tomorrow and apply just as much damage as a glass cannon caster, or casters resorting to cheese like using leather mesh+ shields to be tank casters because staves are bad, so now every caster is a wand with a shield and the same affixes and % scaling affixes, the only thing that varies is the elemental damage % depending on what kind of element your runes and weapon is.

This way they can balance the class archetypes and sub-archetypes appropriately because there is not cross contamination of archetype traits that will blow game balance up.

Besides, traits that grant double jump, cleaving spells, water walking, etc are infinitely more interesting than “do % more damage when y” affixes.

But that’s not changing, since classes are not locked in and all they mean is you get certain perks from certain classes.

I have not played FF Tactics I’m afraid, I’m just drawing conclusions based on what I understood from the posts and interviews and the discussions here.

I am, personally, against being able to respec by just swapping few items of gear. That means my choices have no meaning and have no weight. If it’s all leveled separately while wearing gear, that means I’ll just eventually end up doing everything like we all always do in Skyrim. There is simply no disincentive to just getting everything done.

After watching the interview posted above I feel like nobody in this thread really has any idea what’s coming. It does not seem at all like the classes will be limiting, or like they will force you into a playstyle or prevent buildcrafting. In fact, it seems like the way they were describing the future class system will encourage even more silly wild and crazy builds.

But traits will take that role. There will be health related traits, energy related traits, focus related traits. Some will increase your maximums, some will increase recovery in some way, etc.

There will likely be traits that offer a ton more variety in builds. They might even share effects with what we know now as the enchantments and gems system, while also adding the potential for a ton of unique effects created for each class.

There is also nothing stopping you from taking another class, except that you need to level the new class to gain more traits.

It’s not like you are respeccing, rather you are building on to your character from a different angle. You don’t lose traits you’ve bought when you switch weapons. You just get to put your skill points towards the traits from the other class. The weight to your choices is that you need to earn the growth in the other class. Sure, this means you may one day eventually have everything unlocked on one character, but you can tell us all about it in about after 200 hours or however long it takes.

I am now excited beyond words for the coming content, and can’t wait to start playing with the class traits system once it’s released. I will be so very excited to find unexpected synergies and push the system to it’s limits.

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That’s the point…. i don’t want to play 200hours withs the same character to get the build i want to do.

Plus, what about replayability, if i’ve to max out every classes to make ONE build or “this” specific build i want…. What if i like to have 1 character per archetype… this one is “rogue” but i’ve to play as a “bersekr” to get this trait, then i’ve to max “ninja” to get this one, then “elementalist”…. NO my character is a rogue… i don’t want to be forced to play every gameplay.

Each character is a unique one, and attribute point allow me that, wich is not the case with classes restriction traits.

We’re “free” to do what we want, but we’ve to grind hundreds hours and try every classes to get it… If that’s the point, let’s do a diablo’s like system where every classe is a specific archetype, where a Paladin stay Paladin with all his possibility and options, but doesn’t have to be a Necromancer to get it’s “reflected damage bonus”

It may be nice, I’m not saying otherwise…. but that’s not what we have since 2years, that’s not what they told to us from the beginning… and that’s not why i’ve bought this game :face_with_diagonal_mouth:

I think you might’ve misunderstood the class system..

I hope you get what i mean when i say this..

A relative in my family use a flyswatter to swatt flies.(Because that is its intended purpose)

I use a flyswatter as a drain filter to keep hair away from causing a blockage in my bathroom.(Because i dont take the intended use case scenario that seriously)

So you can still name your character whatever you want and you can just ignore what classes are, they are nothing more than a name that will categorize runes and weapons but still be used freely well atleast what it looked/sounded like. (Elden ring even has classes, but almost no one follows them to the same degree they are presented)

I can even say this wether we like it or not, every weapon have classes both intended and unintended ones.

The moveset/technique also plays a role wether we like it or not.

Im just saying..

Have you heard what you are saying?

So you dont want to play more or less 200 hours to get the build you want with the same character.. ofc there are those who focus many builds at the same time but you dont sound like them. 200 hours is not much time?

Sorry take my words with a grain of salt im not trying to be rude but not wanting to play for 200 hours is a bit vague to say wether it is a class system or an attribute system, no?

What i mean by that, is, i don’t want to be forced to play 200h, to finally end my core basic gameplay. I’m not speaking about stuff, enchant, or whatever… i’m speaking about the “character archetype / classe”.

As I said before, If i want to play a “Plate Knight” one… i shouldn’t have to play my character as a Ninja, then Sorcerer and finally Berserker, with whom i’ve to maxed out weapons to get Traits, to finaly get my “Plate kngiht” after 200hrs…

If i’ve to play 200hrs to min-max stuff, that’s not a problem… but the core gameplay “classes/build” shouldn’t be so restrictive and i shouldn’t be forced to play multiple classes to finally get the one i want.

hope this helps to clarify things.

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You have literally no idea right now what traits are associated with which classes. Why do you think you would have to max out every class just to get your favorite build? It’s doubtful. Each archetype will likely be easier to access if you play only a few classes to get there.

If you don’t want to max out every class on one character, then you won’t have to. If you want a different archetype on each different character, then you can do that. It’s not like the only way to wear plate armor is to train an assassin. That’s the opposite of what’s going to happen.

Why would you ever need to max out a ninja or a sorcerer for your plate knight? Do you want a ton of agility skills and magic on your plate knight? Maybe your character archetypes are very unusual, but to me this doesn’t make sense.

Plate knights will probably only need to max out a plate armor class, and get maybe half of a weapon class and some shield traits. Ninjas will not have those traits. Sorcerers will not have those traits. You are imagining a nightmare scenario, and why? Just to be mad about a system you haven’t even seen yet? You are creating falsehoods to justify your argument, but it’s not working because you are not using real logic.

You won’t be forced to do anything. In the REAL worst case scenario, you might want exactly ONE trait from an odd class, and if I’m understanding the new class system correctly you will be able to buy the ONLY trait you want FIRST. That means getting basically only ONE level of ninja, if you really want a single ninja trait. You will NOT have to max out a class just to get a single trait.

It won’t be restrictive like Diablo classes. It will be free and flexible in a way you can’t imagine, because no other game has ever done what Wicked is trying to do. You can’t imagine how it will work, because you think it’s just going to be like every other class system. It won’t.

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I hope you’re right, as you said, we have no information on how their system will realy be…

All my point is about what we saw during podcast and/or some screens & infos we get in the past… For me, it feels more restrictive than what we have right now in some way.
j’m just pointing out what i wouldn’t want, it’s pure speculation, as we all do about this system for now… these are my worries about

If that’s true, it’s a nice one.

Let’s wait and see… :folded_hands:

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Yeah, let’s hope. I am very likely to not have exactly the right idea about how it’s going to work, but I would rather be hopeful than hateful.

Plus, there’s a good chance the devs are checking the forums, and if they see people’s fears they might make things better. Maybe you will need more than one level of a weird class, but I really don’t think you’ll need to max out a class you don’t want just to get a cool trait.

If it works the way I hope it will, I can’t wait to try it. Making a build will mean looking around at all the traits and finding my favorites. I loved doing that in Final Fantasy Tactics. I actually used to mod Tactics to make it more difficult. In the vanilla game, you could do something silly like get dual wield on a monk and just one shot everything, or get Ultima on a calculator to nuke the whole map for free. It was fun for a while, but the Insane Difficulty mod made the whole game a challenge to match the power you could get from the jobs system. It was kinda brutally unfair, but I am a bit of a masochist.

If the Wicked class system is like a modern version of the Final Fantasy Tactics job system, there’s a good chance that builds will be all sorts of silly strong and flexible. I do hope they don’t fall into the trap that Tactics did by making some abilities way more powerful than others. For example, in Tactics there was an ability that gave you a reres (basically an extra life.) It was hard not to just get that ability on everyone, since other abilities that took the passive slot were not quite as universally good. There were cases when a different passive was better, like with some casters, but every melee class would have to unlock that same ability.

Well, they didn’t have to. You could beat the whole game with a terrible set of builds. There was no law saying that you had to make strong characters. I felt like I had to, but I was the only one making me do it. I wasn’t forced to make everyone a dragoon for 400 jp, I just made myself do it. That’s probably a good point to bring up too. You may want to get a few assassin traits for your build, but the only person forcing you to do it is you. In a traditional class system, you don’t even have that option. You’re not forced to get assassin skills on a knight, you have the option to. It’s not a cage, it’s freedom.

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Darn it. Now I have to play FFT for the nostalgia. Guess I’ll boot up an emulator…