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Hammerwatch Discussion / Re: Class Discussion: current and upcomming
« on: March 18, 2014, 06:14:16 AM »Thanks! Very extensive.
I don't know how much we will change the old classes, however I will comment on some of your thoughts.
I do agree with the Holy Storm not really being something that you use, I rather use all my mana on charge and then hit with the regular sword, it would probably be better if you held down the button while rotating and when you let go it stops. I thought the healing could stay, but only for himself, but the shield idea is kinda cool too.
The flame breath and other skills on the wizard could probably be improved, like adding more meteors and making the flame go through. I always thought it would be cool if the meteors left some fire on the ground though, like a "flame trap" so to say. Seeing it from my own perspective when I play, making the wizard better, would turn medium into easy.
Don't you think increasing the damage of the rangers main attack would make it even more exploitable? I personally think the Flurry is a very potent skill, it's ace vs spawners, minibosses and crowds, much, much better than Holy Storm, deals much more damage too.
Been playing the Warlock far to little to have any comment on his skills, but I think the dagger and the chain lightning are funny to use and combo.
Just to comment on the two future classes too, the rogue is these days called "Thief" because he uses money for some of the skills, he also harvest more money from kills. Has throwing knifes, smoke bombs and has a grapple that stuns and can be used to fast travel.
The priest class isn't even started on yet, but he will not have too much heal, just move it from the paladin and redesign it a bit, other than that, we don't know yet. The thief class was quiet fast for myran to develop and I hope the priest will too!
I like the ideas on wizard and paladin; similar to some other ideas I had, especially concerning the wizard. I still stand that flurry could use improvement or rework. Concerning the Warlock, I've been watching some endgame footage of people playing him, and it would seem that the lightning storm is highly situational; it's good for charging through corridors where enemies are scattered everywhere, but against a large moving hoard, it's more efficient to use the standard lighting strike. An idea concerning it: perhaps the lighting storm could fling out mini-lighting strikes that scaled with the standard ones instead of acting like a telsa coil; just a random thought though.
Now, concerning the Rouge (or thief). I strongly dislike the idea of his skills costing gold and the extra gold income, for many reasons. Granted, I'm the type of person who tries to avoid using consumables whenever possible in games with fixed resources, but I think my points are valid .
1: It would highly discourage the use of such skills. If I knew every time I used a skill, I was that much farther from my next upgrade, I would attempt to not use them except in emergencies. It wouldn't be nearly as fun to use the skills I had earned if I knew there was a permanent cost to each use. I think one of Hammerwatch's stongest points is the concept of shared income (and shared stats with the bonus stat pickups). Even if you are behind the other players skill-wise, or contribute to the team less as a whole, you are still on a level playing field with them because everyone shares in the rewards. This is not the case for the thief. How well you preform directly influences how viable you can be later in the game. Someone playing the thief could easily battle their way into obsoletetion, and be unable to recover.
2: It could be highly exploitable. On the flip-side, some one could on purpose decide to not use their skills all-together and get the benefits of the increased income. I definitely know it's possible, because I often find myself doing it unintentionally; I often just use skills for flair or to see how much I can take on at once; and I don't think that I would have any desire to do that as the thief (referring back to point 1). Therefor, a thief that was skilled in just his basic attacks would easily overshadow the other players; getting every available upgrade ages ahead of his companions, and he wouldn't even need to get the upgrades concerning his skills if that was his play style.
3: Now consider that a player wants to properly play the thief with his skills; not falling behind in point 1, and not hoarding loot like in point 2. The player would need a massive amount of foresight and knowledge. They would need to know: enemy locations and types around the map, and decide whether or not his skills would be efficient ; the costs of all the upgrades they would consider buying, and in what order; and the locations of the loot to gauge how much progress they will make on a given floor, and how much excess he has to use. Not many people would be able to do this, let alone enjoy it. Having to stress over all the details that would influence the thief with his income model would take the fun out of playing him.
Concluding, I strongly suggest that the rogue use a mana system like the other characters. That way his skills are reusable and the player doesn't have to worry about how his skill usage affected him later in the game. I could probably come up with more reasons this is not a good idea (considering that it has been only an hour since I read your message and processed it), but I think this is more than enough to make my point.
Now, regarding the skills by themselves without the cash cost; they sound very interesting; very close to what I was guessing. Dagger was blatantly stated, I imagine that it will be single ranged projectile, or a group; maybe throwing three in a narrow cone in front of him. I expect that the smoke bomb would be used for stealth or diversion in some degree; I'm guessing that enemies in the field of effect will be unable to target any player. I don't this this should be a projectile (if that is being considered), but rather being thrown at the rogues feet; mainly because that feels more awesome. I love the idea of the grappling hook. I was trying to think of a way to give the rogue a dash without it being a knock off of the paladin's; this is a perfect solution. I'd love to see the amazing combos I could pull off with this; grabbing an enemy out of a group and pulling myself across the room and blinding them all with smoke on my arrival to go berserk on their faces. The way it's sounding, this may become one of my favorite classes, if he gets the requested mana pool of course.
I'm excited to hear about the upcoming creation of the Priest; I still like my vision of his skills; group heal, light beam, and summon familiars, to recap. I'm curious as to what his passives will be or what other effects his skills will have.
Also, where would be a good thread in the forum to get a better idea on the upcoming features. I feel a little lost in that regard.