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Poll: How many Classes at launch?

TimothyTierlessTimothyTierless ColumnistM, ORPosts: 2,163Member Uncommon

I'm an alt-a-holic. I LOVE playing every class I can. For me it's exciting new content every time I try out a new class. I never have a problem starting over just to try something new and I don't even worry about balance issues as long as they are within reason. WIth classes, I think the more the merrier, but if CU was strictly classes I would honestly prefer they start with 2 RVR classes per Relm. A Healer, and a Tank on each side. Make them work well, make them fun, then slowly add more over time. Why? Because classes take a pile of time and work and with a small budget I would rather play in CU with 2 classes now than wait 5 years for it to launch with 30 classes. How about you?

Comments

  • SyrixIISyrixII Loris, SCPosts: 43Member

    On second thought... I would like to see at least 5. Wow, I guess i really didn't think that one through very well. Eh, it's all good. I'm in a hurry because I'm in between meetings at work. Anyway, 5 would offer a solid selection of magic, finese, brute with a good combination or ranged and melee.

     

    Gotta get those archers in there!

  • FearumFearum Cinnaminson, NJPosts: 1,166Member Uncommon
    Since Mark has said the game will be class based, I see probably 6 per realm at launch. Could be less, say 3 classes like warrior/mage/archer type of thing but I wouldnt be suprised to see 6 or more with different variations on each base type.
  • Father_JackFather_Jack Portland, ORPosts: 81Member
    You need atleast 4, Healer, Melee DPS, Ranged DPS, Tank. After that you can start adding your hybrids, pet classes etc. I do think 5 would be a nice number to start.
  • meddyckmeddyck Athens, GAPosts: 1,140Member Uncommon
    2 classes per realm? This game will be epic fail if that happens. At a minimum I'd expect 1 healer, 1 melee, 1 caster, 1 archer, and 1 assassin in each realm. More than likely there will be 2 casters, 2-3 melees, and maybe 2 healers. I would be very surprised if the game was released with fewer than 5 classes in each realm unless it was a situation where additional classes were going to be added soon after release.

    Camelot Unchained Backer
    DAOC [retired]: R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R5 Healer

  • VandarixVandarix Cincinnati, OHPosts: 113Member
    I hope Mark and the Team stick with the unique classes per realm that we saw in DAOC.. If there is anything less than 5-6 classes I wont even bother I'll just keep playing DAOC.
  • TimothyTierlessTimothyTierless Columnist M, ORPosts: 2,163Member Uncommon

    WOW, this might be one of the most decisive polls I've seen in a long time, it's refreshing actually.

  • RaagnarzRaagnarz North Las Vegas, NVPosts: 268Member Uncommon
    Ideally you'd have primary healer, off healer/hybrid, caster/nuker, caster/pet class, ranged (archer), tank melee, melee dps (could be rogue). You could split the melee dps into a melee hybrid (ala thane/merc style) and an rogue. That would make a round 8 per realm. But I think Mark was alluding to the fact there will probably be less.
  • morfidonmorfidon BochniaPosts: 245Member
    Yep we need more than 5 classes per realm. Remember about one important thing. Don't listen to cry babies who say that one realm has something cool and the others do not. In daoc the cool thing was that for example hibs had haste buff, albs had spec AF buff, mids had end regen. It was cool. That difference between realms.
  • skyexileskyexile MelbournePosts: 692Member

    well yea basicly you would want atleast the standard:

    Warrior
    rogue/ranger
    caster
    healer

    then how many more you want may depend on specs available to each of those since you need to cover:

    tank, healer, DPS and CC.

    I would want to start with no less than 5. and atleast 2 good choices for races for each class on each faction.


    you could probably get away with 3 though, with alot of different spec options available to each.

    SKYeXile
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  • XAPKenXAPKen Northwest, INPosts: 4,917Member Uncommon

    At least 5.  Otherwise there aren't enough for utility classes, hybrids, or solo orienteds.

     


    Ken Fisher - Semi retired old fart Network Administrator, now turned Amateur Game Developer.  I don't Forum PVP.  If you feel I've attacked you, it was probably by accident.  Realm Lords 2 on MMORPG.com
  • JaweeseJaweese FM, FLPosts: 2Member
    The problem with having pure classes (or single-role classes), is that they're really difficult NOT to mirror across the 3 realms. It's like the difference between a warrior, hero, and armsman. While they each had their own flair, it wasn't like playing a healer versus a cleric.

    Consider that in DAoC, almost every class was a hybrid of 2-4 roles. The main difference between classes across the realms was how roles were combined to form each class. I wouldn't expect to see many non-hybrid classes if they're going to cover all the bases AND not have to worry about class mirrors.
  • Father_JackFather_Jack Portland, ORPosts: 81Member
    Originally posted by Jaweese
    The problem with having pure classes (or single-role classes), is that they're really difficult NOT to mirror across the 3 realms. It's like the difference between a warrior, hero, and armsman. While they each had their own flair, it wasn't like playing a healer versus a cleric.

    Consider that in DAoC, almost every class was a hybrid of 2-4 roles. The main difference between classes across the realms was how roles were combined to form each class. I wouldn't expect to see many non-hybrid classes if they're going to cover all the bases AND not have to worry about class mirrors.

    I agree I did like that hybrid. I really loved the utility my druid  Druid and Warden

  • MightyPitMightyPit StuttgartPosts: 89Member

    Well why not specialising later on? That way, it would be ok to have a magical affine class for nuke /heal, a light armored class for stealth / ranger and a heavyer armored class for tank, melee dps. The specialied branches of that classes should also be unique for each realm / class. Ok, when I think about it, this is not a good system, since it is bad to extent. if 3 classes can occupy a range of roles, why should there additional classes later on.

    Better to have lets say 5 classes per realm, which are not allrounder but specialied already at the start, and then adding additional classes later.

    MMO's played so far:
    UO,EQ,DAOC,EQ2,GW,ROM,WOW,WAR,AOC,LOTRO,RIFT,TSW,GW2,POE
    Looking forward to: Camelot Unchained, Star Citizen

  • EbonheartEbonheart Austin, TXPosts: 138Member

    Physical Tank (Paladin/Armsman/etc.)

    Physical Melee DPS (Rogue, Berserker, etc.)

    Physical Ranged DPS (Scout, Ranger, etc.)

    Magic Ranged DPS (Wizard, Runemaster, etc.)

    Magic Healing (Cleric, Healer, etc.)

     

    That's the 5 generic class bases in most games.

    Inter-disperse some hybrids between each one and you've got 10 classes.

    The hybrids and pets may be included withing the 5 basics as specializations, but I don't think anyone will have to worry about having any less than the above 5.

  • belatucadrosbelatucadros Toronto, ONPosts: 263Member

    I really hope there's some sort of warden-like class. I love that concept :)

     

    Eldritch, Nightshade, Warden, Druid, Mauler, Mentalist
    Sorcerer, Necromancer, Theurgist, Armsman, Cleric
    Healer, Warrior, Skald

  • JithakJithak MunsterPosts: 9Member
    Thats quite a limited poll... You need at least 5 to cover the basics (tank, healer, mage, light armored melee dd, archer) and even that wouldn't be really much. To make it at least a bit interesting and not feel generic you would need at least double that imho.
  • AeonbladesAeonblades Home, GAPosts: 2,083Member

    There has to be more than 5 per realm. You would need at least 8-10 in my opinion for things to actually work the way they did in DAoC.

    Classes I really want to see something comparable too: Warden, Valkyrie, Thane, Minstrel, Bard, Savage, Reaver, Mercenary, the list goes on and on.

    Currently Playing: ESO and FFXIV
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    If you mention rose tinted glasses, you better be referring to Mitch Hedberg.

  • TimothyTierlessTimothyTierless Columnist M, ORPosts: 2,163Member Uncommon

    3 relms, minimum 1 tank, 1 dps, 1 healer per relm = 9 classes (more than most mmos launch with now days!).

    Ideal for launch would be ranged and melee versions of each of the above. That puts us at 6 per relm at launch and since MJ doesn't like mirrors (and neither do I) that puts us at 18 for launch! That is a pile of classes for any game, especially a balance necessary PVP game, and again, this is really just a minimum.

    Now lets add in potential professions (which sound like they either will be or will be in depth enough to nearly be their own class) Crafter (for sure), harvester (for sure), transporter/smuggler/hauler (would be cool), entertainer/buffer/image designer (women/men playing women and RPers need fun too right?), chef (yum), and fire fighter (kidding).

    Now lets break it down more, different types of crafters, 1-3 or more? Different types of harvesters 1-3 or more?

    And you can see how quickly the work piles up (and thats just for the functioning class system). The more I think about that the more I think, ok, I'll be thrilled with 1 class and 1 crafting proff by beta lol. /respect for game development.

    Something from GW2 that I would like to see is the weapon/move transition system. I'm a ranged hunter, now I use a sword so I'm a melee hunter, etc. It adds a lot of depth and diversity without building an entire class (lore/look/feel etc).

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