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Class identity and mechanics uniqueness

flublblbluflublblblu Member Posts: 25 Arc User
Hi!

I feel there are some classes that have a strong identity and feel very unique, and some that don't.

First, what makes a class identity? I feel the most defining feature of a class is its tab mechanic. Ranged / melee, shift, and powers help define it, but not as much as the tab in my opinion. Now, we have classes where the effect of the tab is drastically different between paragons, and I think this doesn't feel good as a player.
Let's have a look at each class, and see if we can see a strong identity:
- Bard, the latest class to come to the game. One of the most unique class with its performance, feels very unique in my opinion. You play songs, you dash in and out of combat. Both paragons rely on the same mechanics, but the healer one focus on songs whereas the DPS one focus on dashing and slashing.
- Barbarian. Even though the class isn't considered great in terms of balance, I feel it's very unique in terms of gameplay and mechanics. Both paragons use rage to a great effect, and raging feels more powerful than not.
- Cleric. No common tab mechanic, and none of the tab mechanic feel good. I like the angel form given by some feats, and each paragon has one: I feel this "avatar" mechanic should become the tab, probably in a reduced form only giving benefits similar to exaltation. It would feel thematic.
- Fighter. I don't have a level 20 fighter, so I think other people might have a better vision of it. Just reading it, it feels like it has a pretty unique mechanic, and that blocking is rewarding for both paragons. I would probably switch the vengeance gain (by draining stamina, DPS only) from tab to shift, I feel you should be able to block and keep attacking by using tab smartly.
- Paladin. No common tab mechanic. I also only played a bit of paladin, and mostly on the tank paragon, but I feel healer's tab should become similar to tank tab: you have increased aura effects, and probably add increased incoming healing for people in the aura. Would feel very thematic and inline with the current version of D&D, and still feel unique!
- Ranger. Switching stances feels great and unique, I love it.
- Rogue. I don't have a rogue, but stealth is representative of the class, and seems unique. Someone else might give a more in-depth insight?
- Warlock. The mechanic between paragon is very different, and I found that it wasn't very easy to grasp for both paragons. I feel a Hex feature would work well, working as a mark for both paragons, and would be pretty thematic.
- Wizard. Same as rogue, I don't have one, and I don't really know what to think about their tab, spell mastery. I think it makes for a nice and simple mechanic, but someone else might give a more in-depth insight.

Comments

  • modlesiemodlesie Member Posts: 248 Arc User
    edited July 2023
    Fighter Tab is prety annoying, it is clever mechanic but you have to hold full guage to keep your dps high, and you must sacrifice feats to hold it up permanently. Wizard for example is easier to play, it is better than fighter in term of dps, and yet no need to keep up Vengance bar- this is not fair

    Shift? well....shift does not exist for fighters, it need rework. 1 hit and full stamina id dropped out + you loose 10% CA and 10% crit, it is better for fighter to not use shield.
  • flublblbluflublblblu Member Posts: 25 Arc User
    I think including balance makes the discussion pointless, but it's interesting to wonder if it feels good. If you had no bonus for being full stamina, would you find the vengeance mechanic interesting? Taking damage for increasing your own?
    (And the fighter is the only class that gets so much free stats, you can probably cap every offensive stat even when empty on stamina)
  • edited July 2023
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