Next Class Type!

by Unknown

Back to Ideas.

Unknown2008-02-05 01:08:32
AB BLOODMAGIC TORNADO
CAST TORNADO
When the head wound is critical you draw all enemies up into a giant tornado causing them to slam violently about the room causing massive head and limb damage. at the end of the tornado all enemies are sent out of the room in random dirrections?
Xavius2008-02-05 01:55:46
Is that because we have so many airheaded Lusternians that they don't blow around right until they're debrained, like empty peanut butter jars? I'm...not sure how that works.
Dysolis2008-02-05 02:38:23
QUOTE(Shamarah @ Feb 3 2008, 05:12 PM) 483775
Yes, because we need to waste MORE development time revamping monks AGAIN.


Please back away from the monks, no more wasting time. Thank you come again.
Xenthos2008-02-05 02:41:59
QUOTE(Dysolis @ Feb 4 2008, 09:38 PM) 484134
Please back away from the monks, no more wasting time. Thank you come again.

Well, two of the most-complained things about Monk combat were just reinstated-- the variable speed, and the removal of the slowdown.

Then there are two guild overhauls, and a full other guild to release.

Yeah, I don't see any backing away in the near future. :/
Ildaudid2008-02-05 02:46:56
Reinstated differently and with good reason. Like all things we have seen in the past. First classes end up OP, then over Nerfed, then more balanced. We are hitting the more balanced stage again.

Still hoping the other things go through though.
Xenthos2008-02-05 02:50:19
QUOTE(Ildaudid @ Feb 4 2008, 09:46 PM) 484144
Reinstated differently and with good reason. Like all things we have seen in the past. First classes end up OP, then over Nerfed, then more balanced. We are hitting the more balanced stage again.

I don't see anything "much more balanced" with this implementation-- just more of the same frustration that has been filling Monk combat throughout. Though I suppose we will see how it works out now, as it is changed slightly.
Daganev2008-02-05 03:58:24
QUOTE(Xavius @ Feb 4 2008, 05:55 PM) 484113
Is that because we have so many airheaded Lusternians that they don't blow around right until they're debrained, like empty peanut butter jars? I'm...not sure how that works.


Yeah, I'm not sure how one guy's head being critical makes all the other enemies go boom too... but it sounds like fun!

AB BLOODMAGIC TORNADO
CAST TORNADO

When your targets head is at critical, you may cast a tiny tornado which flies towards the opponent like a whirling dervish. When the tornato hits the target, his head is ripped off of his body. If the target manages to avoid the tornado, its does extra deepwounds to the arms and legs (tongue.gif think fatal fury)
Kharaen2008-02-05 04:00:07
If Gaudiguch never comes about, then install the class of Wranglers!
Unknown2008-02-05 04:01:49
AB bloodmagic Hyduukin
Hyduukin

With a second to charge you cast an attack that almost covers the 2d world. you must jump to avoid it or get spammed by 10 of them right after.

Ab bloodmagic crouching shoking thing?
You curl up into a ball and shock people over and over if there is only 1 exit the move turns into iwin which makes you sock the enemy over and over untill a loud KO groan can be heard.
Unknown2008-02-05 05:08:09
>_>

Pyromancers should have a FIERYHUG special emote.

Double it with the fact that Pyromancers are immune to fire, so most of them will purposely light themselves on fire for the benefits...

--
You run over to Xavius and embrace him arduously in a warm hug.

(What Xavius sees:
Krmu runs over to you and embraces you arduously in a hug.
Flames lick around you - you are on fire!)

Xavius mumbles, "You really need to stop hugging me."

You say, "Oops, my bad."
--
Dysolis2008-02-05 06:43:27
sadly there are no pyromancers.
Kielo2008-02-05 08:34:08
Yesterday I had a weird idea for a new skill, possibly even a new archetype, that lets someone use a puppet to fight with. Completely unrelated to that Vodun thing in the other IREs. In it you'd get to make a puppet out of various commodities and can customize various things about it the more ranks you get, and basically, use it to kill people with. Sounds fun, right?

I was even musing that it could turn out to be a non-melee wounds dealer, so the more the puppet hits you the worse off you'll be. Hell, you could even make it so you could give the puppet specially created weapons eventually to make it even more dangerous, as it could use poisons then. Hindering the puppetmaster would hinder the puppet, since it'd be controlled through strings of aether connected to their fingers, and they'd only be able to use a single puppet at a time. I think, though they could probably have the ability to "bond" more than one puppet to allow for the depth of customization and such. Like one to do more damage, one to do more wounds, one for bashing, and so forth.

Of course, I was supposed to be sleeping when I had the idea. Just like I'm supposed to be sleeping now...
Saran2008-02-05 08:59:04
QUOTE(Kielo @ Feb 5 2008, 07:34 PM) 484224
Yesterday I had a weird idea for a new skill, possibly even a new archetype, that lets someone use a puppet to fight with. Completely unrelated to that Vodun thing in the other IREs. In it you'd get to make a puppet out of various commodities and can customize various things about it the more ranks you get, and basically, use it to kill people with. Sounds fun, right?

I was even musing that it could turn out to be a non-melee wounds dealer, so the more the puppet hits you the worse off you'll be. Hell, you could even make it so you could give the puppet specially created weapons eventually to make it even more dangerous, as it could use poisons then. Hindering the puppetmaster would hinder the puppet, since it'd be controlled through strings of aether connected to their fingers, and they'd only be able to use a single puppet at a time. I think, though they could probably have the ability to "bond" more than one puppet to allow for the depth of customization and such. Like one to do more damage, one to do more wounds, one for bashing, and so forth.

Of course, I was supposed to be sleeping when I had the idea. Just like I'm supposed to be sleeping now...


Sounds a bit like the elemental/golem concept which could be really nice for magi/druids. maybe a branching skillset that the four guilds share with a spec for each or two specs with slightly differing skills for each guild.
Though you would really need to find a way to make it different from wiccans/guardians. Perhaps rather than having the creature as a separate entity, it could fuse with the caster. Boosts defends, gives aditional abilities, maybe a few options so that there is some choice even though really there will be "the best one"?
Kharaen2008-02-05 12:59:39
Hrm, control a treeling? Or treant I guess for druids, water entity for aquas, rock golem for mag >.>
Hyrtakos2008-02-05 13:51:58
Without reading about 99% of this thread... I would hope no new classes come out, or if they do... that they will be part of another org.

As things stand, Lusternia is rather dull as far as politics and org-relations go and is only going to be getting worse. Whether they realized it or not, the admins basically cemented Mag/Glom vs Seren/Celest ideals with the induction of the UV and their associated guilds. I don't see any reason why this would ever change and Lusternia is destined to become a very stagnant place in a few months.

Not only would I vote not to introduce any other new guilds, I would vote to remove monks and spread the playerbase thinner in the direction of a new org instead of just amidst more guilds.
Saran2008-02-05 15:07:45
Controlling the elemental is too much of a guardian tone, it would be so much awesome to bond with it and have abilities at your disposal as a result of the bond.

Shamanic skillset? (I know the stag/crow skill sets are kinda, but a more indepth one could be interesting)
Body painting, rythmic chanting, drums, communing with the great spirit and elementals of the forest, herbal concoctions to enter a trace, become an elemental incarnate?
Genos2008-02-06 03:35:53
I was thinking it would be cool to have a Golem-type skillset for Bards as a choice instead of Acrobatics. Mainly, the golems would pretty much be used for defensive maneuvers as they are clunky and slow but really powerful. The idea being that the Bard is more of an artistic type then a dancer/gymnast type.
Unknown2008-02-06 03:45:55
OMG painting bardic skill set please!
Saran2008-02-06 04:15:28
QUOTE(Genos @ Feb 6 2008, 02:35 PM) 484406
I was thinking it would be cool to have a Golem-type skillset for Bards as a choice instead of Acrobatics. Mainly, the golems would pretty much be used for defensive maneuvers as they are clunky and slow but really powerful. The idea being that the Bard is more of an artistic type then a dancer/gymnast type.


It might just be me but golems really seem more of a mage and druid idea, always have just because they would be able to shape them out of their element/forest and it's a highly magical concept where the bards seem to have a more entertainer style to them. confused.gif
Unknown2008-02-06 04:21:31
golem bard no, sketching bard yes jester bard/harliquin or something yes. guild skill to make tarot usable PLEASE