Post by Lorenor on Dec 18, 2015 7:06:12 GMT -8
1. Introduction
2. Skill Rework
3. Rogue
4. Alchemy and Poison
5. Beastmaster
6. Playing with Fire
...
Teamplay and Diversity - Introduction
I know that it´s always difficult to talk about "classes" or "roles" in KT, since it is one of the basic rules of the game design that everyone is able to go for every possible build without the limitation of class specific items, spells or abilities. I really like this concept, but the way it is now, there is in fact no reason for the team to even try to go for different build paths, which leads to situations like the current Polearm meta or the Elder Wand meta a few patches ago, where basically everyone has the same build or just goes for another build because he is bored by the main stream meta, not because he sees an actual advantage in it.
So my fist goal with these suggestion is to encourage people to arrange a good team composition and reward them for more creative and unique builds.
It´s also undeniable that there are already builds in KT that can be categorized by the usual RPG roles. It´s a matter of interpretation which classes these are exactly, but just as an example, here´s what I would call a "class" in KT and which equipment, spells or other things fit to the "class":
Mage
- Elder Wand, Enigmatic Staff, Leather Coat, Warlock´s Vestment, Bear Shaman´s Shroud, Stormwizard´s Robe, Murlock Skull, Demon Ward, Gravesinger´s Claw
- All spells
Warrior
- Sharp Iron Pickaxe, Berserker´s Battle Axe, Golden Polearm, Iron Studded Vest, Dreadplate, Vicious Javelin, Wolfsbane, Judgement Gavel, Heavy Tower Shield, Heavy Iron Breastplate
- Frost armor, Guardian Spirit (for tanks)
Marksman
- Thunderblust, Repeating Crossbow, Venomous Arbalest, Huntsman Jacket
- most offhands and armor from warriors
Healer
- Celestial Orb, Golden Hauberk
- Guardian Spirit
Beastmaster
- Master Ranger´s Maille
- Pets and pet upgrades
Rogue
- Liquidator Spellblade, Outlandish Heartpiercer
- Shadow Cloak
As you can see, while the first two classes, mage and warrior, have tons of equipment to choose from, especially the last three are limited to just a few pieces of equipment. Except for these items, there are no real advantages for them compared to the first two classes: A mage can heal his teammates as effectively as a "healer" (thanks to guardian spirit), the pets of a warrior are stronger than those of a "beastmaster" and thanks to shadow cloak, mages become the most effective assassins as well.
That means, the second goal of these suggestion will be to create more diversity between the roles, mostly by adding new equipment, but also changing existing items and mechanics.
The last thing I´ll try to focus on in my suggestions is to create new upgrade paths for equipment, similar to Huntsman Jacket to Master Ranger´s Maille. By doing so, I hope to make the early game more interesting. If everyone has to craft some 5 or 10 ART gear anyway, even if he´s planning to upgrade it to 25 ART gear later on, people can become more agressive in the early game without delaying theie lategame build too much.
This topic will be categorized by the individual roles and includes new and changed equipment, spells, perks, quests and general changes to some of the game mechanics. It´s a lot of stuff, so I probably won´t post more than one new topic every one or two days. Please let me know if you completely disagree with the general concept, in that case I have to find either better arguments or better suggestions ^^
2. Skill Rework
3. Rogue
4. Alchemy and Poison
5. Beastmaster
6. Playing with Fire
...
Teamplay and Diversity - Introduction
I know that it´s always difficult to talk about "classes" or "roles" in KT, since it is one of the basic rules of the game design that everyone is able to go for every possible build without the limitation of class specific items, spells or abilities. I really like this concept, but the way it is now, there is in fact no reason for the team to even try to go for different build paths, which leads to situations like the current Polearm meta or the Elder Wand meta a few patches ago, where basically everyone has the same build or just goes for another build because he is bored by the main stream meta, not because he sees an actual advantage in it.
So my fist goal with these suggestion is to encourage people to arrange a good team composition and reward them for more creative and unique builds.
It´s also undeniable that there are already builds in KT that can be categorized by the usual RPG roles. It´s a matter of interpretation which classes these are exactly, but just as an example, here´s what I would call a "class" in KT and which equipment, spells or other things fit to the "class":
Mage
- Elder Wand, Enigmatic Staff, Leather Coat, Warlock´s Vestment, Bear Shaman´s Shroud, Stormwizard´s Robe, Murlock Skull, Demon Ward, Gravesinger´s Claw
- All spells
Warrior
- Sharp Iron Pickaxe, Berserker´s Battle Axe, Golden Polearm, Iron Studded Vest, Dreadplate, Vicious Javelin, Wolfsbane, Judgement Gavel, Heavy Tower Shield, Heavy Iron Breastplate
- Frost armor, Guardian Spirit (for tanks)
Marksman
- Thunderblust, Repeating Crossbow, Venomous Arbalest, Huntsman Jacket
- most offhands and armor from warriors
Healer
- Celestial Orb, Golden Hauberk
- Guardian Spirit
Beastmaster
- Master Ranger´s Maille
- Pets and pet upgrades
Rogue
- Liquidator Spellblade, Outlandish Heartpiercer
- Shadow Cloak
As you can see, while the first two classes, mage and warrior, have tons of equipment to choose from, especially the last three are limited to just a few pieces of equipment. Except for these items, there are no real advantages for them compared to the first two classes: A mage can heal his teammates as effectively as a "healer" (thanks to guardian spirit), the pets of a warrior are stronger than those of a "beastmaster" and thanks to shadow cloak, mages become the most effective assassins as well.
That means, the second goal of these suggestion will be to create more diversity between the roles, mostly by adding new equipment, but also changing existing items and mechanics.
The last thing I´ll try to focus on in my suggestions is to create new upgrade paths for equipment, similar to Huntsman Jacket to Master Ranger´s Maille. By doing so, I hope to make the early game more interesting. If everyone has to craft some 5 or 10 ART gear anyway, even if he´s planning to upgrade it to 25 ART gear later on, people can become more agressive in the early game without delaying theie lategame build too much.
This topic will be categorized by the individual roles and includes new and changed equipment, spells, perks, quests and general changes to some of the game mechanics. It´s a lot of stuff, so I probably won´t post more than one new topic every one or two days. Please let me know if you completely disagree with the general concept, in that case I have to find either better arguments or better suggestions ^^