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Potential classes?

CluckingChickenCluckingChicken Calgary, ABPosts: 54Member

Seeing as we know very little about the game, I think the best thing we can do is speculate! What sort of classes would you like to see in this game? Would you want something similar to a class in DAoC? Or perhaps something completely original?

 

 

As for me, I can't imagine a game like this without at least one "thief" class. It's the guy that doesn't charge into battle head-on, but hides in the shadows waiting for the perfect time to strike, only to crawl back into the darkness before his foes can react. His role would be to move around the crowds and attack key targets. Whether it's an enemy that's low on health running away to get himself healed, or if it's the healers themselves that were too careless to position themselves properly. He could climb a keep's walls and wreak havok from the inside, while his allies wreak havok on the outside, forcing the enemy forces to split up. He would excell at single target combat against unprepared targets, but would have trouble against larger groups of foes. Precision elimination with a cloak and dagger playstyle.

Comments

  • StonemasonStonemason fraser lake, BCPosts: 24Member
    Infiltrator, Nightshade, Shadowblade
  • cd3925cd3925 Spokane, WAPosts: 29Member
    I hope all the DAoC classes are in UC. Would really like to have my old Alb stealth group back- Inf, Scout and Mini- man those were fun times!
  • ZinzanZinzan NorthPosts: 1,351Member

    It needs the trinity, if they try and be clever and copy GW2 it'll be a mess.

    Team play, thats what was great at the core of DAoC pvp. Healers, CC, support, DPS, tanks....playing a role for your team as much as for yourself.

    Im not sure stealth will be in or not, I guess it'll depend on how they want to shape this new game.

    The big thing they need to avoid is a repeat of the bard v sorc mezz race and the long duration CC, first mezz wins was a poor way to win a game.

    Expresso gave me a Hearthstone beta key.....I'm so happy :)

  • hadatihadati Seattle, WAPosts: 27Member

    I agree with Zinzan.

    The distinctive a-symmetrical classes were what made DAoC's RvR so addictive. 

    He's also dead-on about the first-to-mezz-wins idea.

    If there's to be mezzes perhaps have it be single-target or law of diminishing marginal returns (each successive mezz lasts a much shorter period of time) because sitting mezzed for 2 minutes and then getting dropped from full health to death in 2 seconds never gives me a chance to show my skill.

    Dovie'andi se tovya sagain.

  • cd3925cd3925 Spokane, WAPosts: 29Member
    Originally posted by hadati

    I agree with Zinzan.

    The distinctive a-symmetrical classes were what made DAoC's RvR so addictive. 

    He's also dead-on about the first-to-mezz-wins idea.

    If there's to be mezzes perhaps have it be single-target or law of diminishing marginal returns (each successive mezz lasts a much shorter period of time) because sitting mezzed for 2 minutes and then getting dropped from full health to death in 2 seconds never gives me a chance to show my skill.

    I agree with this also . A Sorc bolt range AE-hella-long-mez was a cheap win. I like the idea the marginal returns. I think you need the AE still though.

     

  • ArzhAngelArzhAngel Odense VPosts: 427Member
    No stealthers !
  • DarrgenDarrgen alcoa, TNPosts: 65Member

    Mezz didn't last for 2 minutes, it lasted max 1 minute and that's if you had ZERO resists, ZERO RA's to reduce it, NO purge, and  a healer that didn't know where his demezz button was. Also after you were hit with it you were immune to it for 1 minute. I dont see the problem with mezz so long as they offer the same counters they had for it. In fact i will go so far as to say if aoe mezz isn't in the game, it wont work. Simple fact of the matter is, daoc worked because there were tools put in place for smaller groups to compete with larger groups without getting completely steamrolled over(which is the biggest problem with GW2). Aoe mezz was utilized by smaller more organised groups where as large groups that just aoe'd and didn't focus down certain targets couldn't really take advantage of it.

    The only thing I would change about it is make it around 30 seconds long and take away resists reducing it so that way newer players that haven't spellcrafted yet aren't at a huge disadvantage when hit by it

     

  • gregoryvggregoryvg Fredericksburg, VAPosts: 35Member

    Firstly, hopefully there will be lots of classes per realm and each realm will have different classes, with no/few mirrored classes.

    Secondly, I would love to see a return to where every class has a role, with Hybrids thrown in for fun (but hopefully not thrown under the bus).  I agree this game should steer far away from classes that can do it all (ala Guild Wars 2) and "actiony" fighting.

    I really enjoyed playing the LW Champion and Shield Valkyrie classes from Camelot so I hope to see classes like that in this game.

  • gregoryvggregoryvg Fredericksburg, VAPosts: 35Member
    Originally posted by hadati

    I agree with Zinzan.

    The distinctive a-symmetrical classes were what made DAoC's RvR so addictive. 

    He's also dead-on about the first-to-mezz-wins idea.

    If there's to be mezzes perhaps have it be single-target or law of diminishing marginal returns (each successive mezz lasts a much shorter period of time) because sitting mezzed for 2 minutes and then getting dropped from full health to death in 2 seconds never gives me a chance to show my skill.

    I used to feel that way, but now I believe that their is a role for powerful AoE mez (so long as their are individual counters to this mez, like Purge, Group Purge, Charge, Determination, etc).   

     If you want to include all playstyes; solo, small man, 8 man, and larger groups mez becomes essential.  It is the only way a smaller, more focused group and/or realm could take out larger groups of unorganized players (think Zerg) or at least do damage to larger groups.  Without long-duration mez you reduce the game to the side with more players win.  Unless you have other suggestions for how smaller realms/groups can compete with larger ones?

  • OgreRaperOgreRaper Detroit, MIPosts: 376Member
    Give me a Warden type class!
  • cd3925cd3925 Spokane, WAPosts: 29Member
    Originally posted by ArzhAngel
    No stealthers !

    Boooo you!! :-)

  • MasitaMasita AugsburgPosts: 10Member

    Would love to see "real" stealth classes as well. Archer type classes too!

    By "real" stealth classes I mean permanent stealth, not this 5 sec stealth -> attack -> get into stealth for 3 sec again and repeat.

    To compensate, moving while stealthed should give the opponent an increased chance to detect the stealther, for example the opponent may see the shade for a short moment (also depending on the distance of course).

    I have to agree that there should not be one-hit attacks out of stealth (PA).

  • FearumFearum Cinnaminson, NJPosts: 1,166Member Uncommon
    I loved all the choices in DAoC they gave with the class selection. I always thought after that game that every game would expand on different classes, but they all went the other way with having jack of all trade characters. I really hope they go with a nice selection of classes here.
  • OgreRaperOgreRaper Detroit, MIPosts: 376Member

    DAOC is my favorite MMO in many ways. Class selection being one of them. The asymetrical classes for the 3 realms is perfect. It was so neat to have classes like Skald, Bard, Minstrel. All three music/support classes, but also very different in their playstyles. I hope CU keeps this type of class system.

     

    P.S. - I want stealthers in the game. The recon aspect of those classes plays a vital role in RvR.

  • redcappredcapp brook, NYPosts: 722Member
    The sheer amount of choices in DAoC was a huge selling point.  Hope they replicate that here.
  • HagnarHagnar AlessandriaPosts: 39Member
    Originally posted by redcapp
    The sheer amount of choices in DAoC was a huge selling point.  Hope they replicate that here.

    Unfortunately, Mark Jacobs replied to a message in the youtube channel saying that they can't replicate the exact amount of  classes that are available in Dark Age of Camelot, but they will provide a good number. 

    Born as a berserker, I was also a hero, a bounty hunter, a paladin ,a troubador and a paladin once again during my Mmo''s experiences .. Now travelling in a galaxy looking for a new adventure

  • aylwynnaylwynn idontsayPosts: 94Member

    I'd like to see the same class-system as in pre-ToA. Well ... Ok, ToA just added MLs, but those are just sidethings. At least it shouldn't be a "mirrorclass-system" like in World of Warcraft or plenty other modern MMORPGs. Realms should be unique.

    Since I'm a warden player I'd like to pick one again! Longtime-CC classes like Bard or Sorcerer would be awesome, too!

  • tleartlear Toronto, ONPosts: 142Member

    As long as there is an AOE mezz, AOE root and a speed class I am happy.

     

    Maybe I would love to have Supression RM style class back they were fun to play, also Druid and Midgard healer. For speed classes Skald was the most fun to beign with and Bard the most fun after you been playing for a while.

     

  • skyexileskyexile MelbournePosts: 692Member


    Originally posted by gregoryvg

    Originally posted by hadati I agree with Zinzan. The distinctive a-symmetrical classes were what made DAoC's RvR so addictive.  He's also dead-on about the first-to-mezz-wins idea. If there's to be mezzes perhaps have it be single-target or law of diminishing marginal returns (each successive mezz lasts a much shorter period of time) because sitting mezzed for 2 minutes and then getting dropped from full health to death in 2 seconds never gives me a chance to show my skill.
    I used to feel that way, but now I believe that their is a role for powerful AoE mez (so long as their are individual counters to this mez, like Purge, Group Purge, Charge, Determination, etc).   

     If you want to include all playstyes; solo, small man, 8 man, and larger groups mez becomes essential.  It is the only way a smaller, more focused group and/or realm could take out larger groups of unorganized players (think Zerg) or at least do damage to larger groups.  Without long-duration mez you reduce the game to the side with more players win.  Unless you have other suggestions for how smaller realms/groups can compete with larger ones?


    an AOE CC is obviously 1 way, but why not just AOE, yea i guess its more faceroll than mezzing and single target, but iv always taken on larger groups in WAR and GW2 by aoe blitzing or moral bombimg them. you remember magnets right? probably would have been able to takon much larger groups in GW2 too if it wasnt for the stupid AOE cap, stupid people clustered together should be PUNISHED!

    Id hope they do have atleast 4-5 classes. how those characters are speced out could be something else though. I really like archeages system of 10? skill trees and you can choose any 3 to make some whacky combos, but that is harder to balance i guess. Aions 8 total from 4 subclasses classes isnt overly bad and i think they cover most of your general roles.


    SKYeXile
    TRF - GM - GW2, PS2, WAR, AION, Rift, WoW, WOT....etc...
    Future Crew - High Council. Planetside 1 & 2.

  • Storm_FirebladeStorm_Fireblade FlensburgPosts: 156Member

    First of all I absolutely support those craving for some asymetrical classsystem. Each of the three factions should have its own unique playstyle and furthermore each class should have that too.

    Regarding classes there is nothing more out there in the MMOs nowadays that bothers me more, than the developement that has taken place where every class now feels almost identical and every class has to be able to get the same skills.

    Specialists? Negative. Everyone can tank, heal, rezz, stealth, do melee-dmg, range-dmg, cast....etc etc. I know I´m exaggerating, but it isn´t that far off.

    So...lets hope for some kind of asymetrical specialised classsystem. At least I do :-)

    PS: Stealth please!

    Camelot Unchained Fanpage
    https://simply-gaming.com/camelot/

  • outd00rmineroutd00rminer Hollywood, FLPosts: 37Member
    DAoC IMO had the finest collection of pet classes ever.  So varied and fun.  I hope that tradition continues with CU.  Give me charm class, pet-spam class, and turret pet class plz!
  • xaleexalee bismarck, MOPosts: 11Member Uncommon
    Gimme mah druid XD
  • BobarianBobarian ft myers, FLPosts: 24Member
    Originally posted by xalee
    Gimme mah druid XD

    I agree 100%. A true healer or buff's, pets bring back "trinity classes". A true main assist "tank" such as Hero, or support type class "Bard", and also a true stealther type class such as a "nightshade or ranger type". This game is at least 12+ months away from release and I'm aready anxious for it. I'll probably play "TESO" when it releases until "CU" come out or and/more is released about it.

  • General_Dru-ZodGeneral_Dru-Zod Unknown, CAPosts: 136Member

    Zod cares not for what classes they implement into the game... However the classes must have some variety on how they can be "specialized" to suit ones playstyle.

    image

  • NegativeJoeNegativeJoe hluboka nad vltavouPosts: 177Member Common


    Originally posted by CluckingChicken
       His role would be to move around the crowds and attack key targets. Whether it's an enemy that's low on health running away to get himself healed, or if it's the healers themselves that were too careless to position themselves properly.


    do you mean move around WITH crowds(of fellow stealthers) and key targets would be any target trying at all to solo/small group, or run past a chokepoint ?

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