Three class ideas
jagam
Posts: 10 Arc User
1) yes, I used search and yes I found some similar ideas (especially for necromancers... wow) but I'd like to think I've added something to it. It also doesn't seem right to post this much onto someone else's topic.
2) I do not provide all the numbers (damage, def modifications, etc) and when I do they are not meant to be solid, simply demonstrations. I won't even try to make a fully balanced class here. That's for the devs to work out.
3) Suggest and critique away. I'm horrible at naming things (hence the multiple class and technique names), and I know there can be much more added/improved to these classes, but I think this is a decent start.
4) I see no reason to add new races over these, but it could be done. It would be entirely possible to simply add them as third classes to current races.
5) Yes it's a wall of text. If you don't want to read everything, read the General Info portions for an overview.
So without further ado: here's they are. Hold your gasps and jeering till you've read them.
Paladin / Phalanx / Knight / ?
Race: Any really. I'd like to see it in a race that doesn't already have a HA class, though.
Genders: Both
Weapon: Spear and Shield / Sword and Shield
Armor: Heavy
General Info:
Uses large shield to prevent damage to those behind or near them. They're more geared towards support (constantly applying buffs and heals to party, as well as reducing damage), but can tank as well. Weapon provides defense, as well as attack unless devs are able to make a separate slot for shields, but that seems unlikely. It is possible the shield could occupy the ammo slot, but that's more of a quick fix than a real solution. I should note that heals from this class are should not be par with any of the existing healing classes, and the some of the buffs are short term, situation based, boosts.
Some passive skills and buffs:
Heavy Armor Mastery (similar to Shapeshifting Intensity) - Improves effects of HA. This would improve pdef by up to X% and mdef by up to a smaller Y%. Or just pdef.
Weapon Mastery (x2) - Like all weapon mastery, it improves the damage done with the weapons. There could be two paths (spear and sword).
Alert Defender - resist (not immune, just resist) and/or reduce duration of stuns, sleep, and seal
Iron Wall - Teammates in a straight line behind ( for example: 5m wide, 20m long) take less damage. This could be an active skill instead, which would make it only effect for 10 seconds or up to 4 attacks. Insert your own duration, if you don't like mine.
Get in Formation (buff) -When party members are within 10 of each other, they gain a small def and att bonus for each person in that range. If they're within 10m of a phalanx they gain a larger bonus. This would mean that even if you have a couple ranging, and a couple melee-ing, both groups would receive some benefit.
Push Through - add up to X% str, mdef, pdef, and HP, and some HP recovery for a time (say 2 min, with a 6 min cooldown?). Can add damage to this, so it's an attack/buff rather than just a buff.
Hold! - Slow attack rate to .5/sec., def level up, pdef is increased by N*(the change in rate), and movement is slowed. Can be cancelled by activating Push Through (above).
Some Aggressive Skills and Heals
Keep it together - The more damage you've taken (HP value or %, I don't know), you heal yourself for more. Party members within 15m around you receive a similar heal.
Shield Smack - Stun target, deal low-med damage.
Javelin - Toss your weapon's energy at target (ranged attack like drake's ray, but more range)
Sonic Thrust - Jam your spear at your target, with no delay (but 10-15sec cooldown)
Yes I need more. Particularly more names/techniques stemming from Chinese history/mythology, since that's what the devs like.
Necromancer / Medium / Communer / ?
Race: Any, but I Earthengaurd or Winged Elf make most sense to me.
Genders: Both
Weapon: Any current Magical Weapon
Alt Weapons: Book, Drum, Scythe, Bones, or ritualistic-type weapon.
Armor: Light or Arcane
General Info:
Calls spirits and resurrects corpses to aid them. Spirits are weaker, and cannot move but provide some additional protection buffs, debuffs, and support. Resurrects are stronger in atack, magic, HP, and you can have multiple but you need to have killed something of the appropriate size to use them. You may not have more resurrects than you can support (determined by a hard limit, level, skill, soulforce, or some other way).
For example: If you had 10 resurrect points, and a limit of 5 resurrects, you could:
1) have 5 small resurrects (1pt each)
2) have 3 medium resurrects (3pts each)
3) have 1 big resurrect (8 pts each)
4) some combination of small, medium, and big such as 2 small, and a big. Or 3 mediums and a small. Or 2 medium and 3 small (due to the limit of 5 resurrects).
Spirits could also draw from this pool, or spirits could be summoned separately (not interfering with number of resurrects), or spirits and resurrects could resist being summoned at the same time (ie kills your spirit when you make a resurrect). Balancing might be tricky, but they're smart cookies at PW, they'd figure it out... right?
You cannot raise a "big" resurrect from a small or low level mob. Your kill must be either elite, boss, or appropriate level (for example, if you're lv 80 you would need a lv 70 corpse to make a med, or an 83+ to make a big)(numbers brought to you by: My butt! If you disagree with them, you've misunderstood the point of the example).
When you kill something in this class, you get a 'buff' relating to the monster size you killed added to you for 1 minute that allows you to resurrect something. Whether these should be stackable (for instance, kill 3 mobs, should you be able to res 3? res 1? or merge 3 small into 1 medium, and 8 for a big?), balance testing will tell. Resurrects have a limited life span too (say, 5 min), though you can replenish their time with some skills.
Finally: Necromancers receive less from incoming heals, and even less when they have a spirits or resurrects active. Necromancers have a fair bit of HP though, which is useful since they slash it to improve their minions.
Passive Skills and buffs
Death Mastery - Receive less from heals, but your resurrects become stronger. Magic damage up.
(alt)Weapon Mastery - Weapon damage up, but incoming healing down. Demon version of this could provide more damage, while sage allows more healing to get through?
Rigor Mortis (self buff)- The lower your HP becomes, the higher your pdef goes.
Master's Blood / Blood Feeding - Add a bleed-like effect to yourself. While it is active, resurrects in your party within 20m take less damage and heal over time. This extends their life by 1-4 min (depending on level).
Fresh Kill / Scavenge - Use on target. If new damage is done to target before buff expires, you and your resurrects gain some HP (not reduced like other incoming heals). If target dies before buff expires, you and your resurrects gain much more. Amount healed depends on skill level and enemy HP.
(Alt) - acts like BP while target lives, and gives bonus if target dies while buff is active.
Death Mark / Join Your Ancestors - Adds poison (wood damage). Prevents healing on target for 5 seconds. Reduces Healing for 20 seconds. Prevents target from Resurrecting on the spot (Release works. No exp loss buff and items still work. Any res given will still have the xp loss rate applied, you just cannot res right there.) Expires after 2 minutes. If target survived, they gain HP.
Aggressive skills and heals
Call Guardian Spirit - Spirit that reduces damage to you and your resurrects. At higher levels, it deduces damage for your party. Heals you when it dies, based on how long it was alive (there is a limit)
Call Enraged Spirit - Spirit attacks alongside you. Adds debuff to target, so some of your skills will do more damage. At higher levels, it gives a -chan and -int buff to party members withing X distance. Deals AOE damage when it dies, based on how long it was alive (there is a limit).
NOTE: only One spirit may be called at a time. Summoning another will destroy the previous.
Call small/medium/big Resurrect- Can only call if something has died near you (providing you with the buff that allows the use of the skill).
Then there's bound to be basic magic attacks (similar to plume shot, or venomous Scarab), but I'm tired of typing. You get the gist.
Necromancers are a bit like steam rollers I guess. Not great when they show up, then they gain momentum and gank everything...
Hunter / ?
Race: Human or Lost City (can't recall their race name... or is it just Lost?)? Any, really.
Genders: Both
Weapon: Bow / Crossbow and melee weapon like dagger or sword.
Armor: Light
General Info:
Capable of laying traps (which can stun, poison, damage, and more). Traps would be an aoe from a location the player activates the skill, but the effects do not actually occur until they are triggered by a non-party/protected player or mob stepping into them. Traps would last for a few minutes before 'breaking', or will break if the player moves away too far (say 60m).
Additionally, they could be a dual weapons class (bows and daggers, or bows and swords.. or something)
Passive Skills and buffs
Aside from mastery skills, I'm not really sure. A party buff doesn't really seem necessary, but a personal weapon buff similar to archer's Blazing Arrow would be normal. I'm sure there's something nature or trapper/hunter related but I can't think of it.
Aggressive Skills and heals
Some bow skills similar to Archer, but with wood and earth magic addons.
For traps, they would have a variety of element and status addons. For example: One can be metal and physical damage, with an added stun, while another is Fire damage with a DoT.
Sadly I haven't thought too deeply into Hunter skills, but there's potential. It would also make sense if they had support pets (summonable like Mystic makes more sense)
2) I do not provide all the numbers (damage, def modifications, etc) and when I do they are not meant to be solid, simply demonstrations. I won't even try to make a fully balanced class here. That's for the devs to work out.
3) Suggest and critique away. I'm horrible at naming things (hence the multiple class and technique names), and I know there can be much more added/improved to these classes, but I think this is a decent start.
4) I see no reason to add new races over these, but it could be done. It would be entirely possible to simply add them as third classes to current races.
5) Yes it's a wall of text. If you don't want to read everything, read the General Info portions for an overview.
So without further ado: here's they are. Hold your gasps and jeering till you've read them.
Paladin / Phalanx / Knight / ?
Race: Any really. I'd like to see it in a race that doesn't already have a HA class, though.
Genders: Both
Weapon: Spear and Shield / Sword and Shield
Armor: Heavy
General Info:
Uses large shield to prevent damage to those behind or near them. They're more geared towards support (constantly applying buffs and heals to party, as well as reducing damage), but can tank as well. Weapon provides defense, as well as attack unless devs are able to make a separate slot for shields, but that seems unlikely. It is possible the shield could occupy the ammo slot, but that's more of a quick fix than a real solution. I should note that heals from this class are should not be par with any of the existing healing classes, and the some of the buffs are short term, situation based, boosts.
Some passive skills and buffs:
Heavy Armor Mastery (similar to Shapeshifting Intensity) - Improves effects of HA. This would improve pdef by up to X% and mdef by up to a smaller Y%. Or just pdef.
Weapon Mastery (x2) - Like all weapon mastery, it improves the damage done with the weapons. There could be two paths (spear and sword).
Alert Defender - resist (not immune, just resist) and/or reduce duration of stuns, sleep, and seal
Iron Wall - Teammates in a straight line behind ( for example: 5m wide, 20m long) take less damage. This could be an active skill instead, which would make it only effect for 10 seconds or up to 4 attacks. Insert your own duration, if you don't like mine.
Get in Formation (buff) -When party members are within 10 of each other, they gain a small def and att bonus for each person in that range. If they're within 10m of a phalanx they gain a larger bonus. This would mean that even if you have a couple ranging, and a couple melee-ing, both groups would receive some benefit.
Push Through - add up to X% str, mdef, pdef, and HP, and some HP recovery for a time (say 2 min, with a 6 min cooldown?). Can add damage to this, so it's an attack/buff rather than just a buff.
Hold! - Slow attack rate to .5/sec., def level up, pdef is increased by N*(the change in rate), and movement is slowed. Can be cancelled by activating Push Through (above).
Some Aggressive Skills and Heals
Keep it together - The more damage you've taken (HP value or %, I don't know), you heal yourself for more. Party members within 15m around you receive a similar heal.
Shield Smack - Stun target, deal low-med damage.
Javelin - Toss your weapon's energy at target (ranged attack like drake's ray, but more range)
Sonic Thrust - Jam your spear at your target, with no delay (but 10-15sec cooldown)
Yes I need more. Particularly more names/techniques stemming from Chinese history/mythology, since that's what the devs like.
Necromancer / Medium / Communer / ?
Race: Any, but I Earthengaurd or Winged Elf make most sense to me.
Genders: Both
Weapon: Any current Magical Weapon
Alt Weapons: Book, Drum, Scythe, Bones, or ritualistic-type weapon.
Armor: Light or Arcane
General Info:
Calls spirits and resurrects corpses to aid them. Spirits are weaker, and cannot move but provide some additional protection buffs, debuffs, and support. Resurrects are stronger in atack, magic, HP, and you can have multiple but you need to have killed something of the appropriate size to use them. You may not have more resurrects than you can support (determined by a hard limit, level, skill, soulforce, or some other way).
For example: If you had 10 resurrect points, and a limit of 5 resurrects, you could:
1) have 5 small resurrects (1pt each)
2) have 3 medium resurrects (3pts each)
3) have 1 big resurrect (8 pts each)
4) some combination of small, medium, and big such as 2 small, and a big. Or 3 mediums and a small. Or 2 medium and 3 small (due to the limit of 5 resurrects).
Spirits could also draw from this pool, or spirits could be summoned separately (not interfering with number of resurrects), or spirits and resurrects could resist being summoned at the same time (ie kills your spirit when you make a resurrect). Balancing might be tricky, but they're smart cookies at PW, they'd figure it out... right?
You cannot raise a "big" resurrect from a small or low level mob. Your kill must be either elite, boss, or appropriate level (for example, if you're lv 80 you would need a lv 70 corpse to make a med, or an 83+ to make a big)(numbers brought to you by: My butt! If you disagree with them, you've misunderstood the point of the example).
When you kill something in this class, you get a 'buff' relating to the monster size you killed added to you for 1 minute that allows you to resurrect something. Whether these should be stackable (for instance, kill 3 mobs, should you be able to res 3? res 1? or merge 3 small into 1 medium, and 8 for a big?), balance testing will tell. Resurrects have a limited life span too (say, 5 min), though you can replenish their time with some skills.
Finally: Necromancers receive less from incoming heals, and even less when they have a spirits or resurrects active. Necromancers have a fair bit of HP though, which is useful since they slash it to improve their minions.
Passive Skills and buffs
Death Mastery - Receive less from heals, but your resurrects become stronger. Magic damage up.
(alt)Weapon Mastery - Weapon damage up, but incoming healing down. Demon version of this could provide more damage, while sage allows more healing to get through?
Rigor Mortis (self buff)- The lower your HP becomes, the higher your pdef goes.
Master's Blood / Blood Feeding - Add a bleed-like effect to yourself. While it is active, resurrects in your party within 20m take less damage and heal over time. This extends their life by 1-4 min (depending on level).
Fresh Kill / Scavenge - Use on target. If new damage is done to target before buff expires, you and your resurrects gain some HP (not reduced like other incoming heals). If target dies before buff expires, you and your resurrects gain much more. Amount healed depends on skill level and enemy HP.
(Alt) - acts like BP while target lives, and gives bonus if target dies while buff is active.
Death Mark / Join Your Ancestors - Adds poison (wood damage). Prevents healing on target for 5 seconds. Reduces Healing for 20 seconds. Prevents target from Resurrecting on the spot (Release works. No exp loss buff and items still work. Any res given will still have the xp loss rate applied, you just cannot res right there.) Expires after 2 minutes. If target survived, they gain HP.
Aggressive skills and heals
Call Guardian Spirit - Spirit that reduces damage to you and your resurrects. At higher levels, it deduces damage for your party. Heals you when it dies, based on how long it was alive (there is a limit)
Call Enraged Spirit - Spirit attacks alongside you. Adds debuff to target, so some of your skills will do more damage. At higher levels, it gives a -chan and -int buff to party members withing X distance. Deals AOE damage when it dies, based on how long it was alive (there is a limit).
NOTE: only One spirit may be called at a time. Summoning another will destroy the previous.
Call small/medium/big Resurrect- Can only call if something has died near you (providing you with the buff that allows the use of the skill).
Then there's bound to be basic magic attacks (similar to plume shot, or venomous Scarab), but I'm tired of typing. You get the gist.
Necromancers are a bit like steam rollers I guess. Not great when they show up, then they gain momentum and gank everything...
Hunter / ?
Race: Human or Lost City (can't recall their race name... or is it just Lost?)? Any, really.
Genders: Both
Weapon: Bow / Crossbow and melee weapon like dagger or sword.
Armor: Light
General Info:
Capable of laying traps (which can stun, poison, damage, and more). Traps would be an aoe from a location the player activates the skill, but the effects do not actually occur until they are triggered by a non-party/protected player or mob stepping into them. Traps would last for a few minutes before 'breaking', or will break if the player moves away too far (say 60m).
Additionally, they could be a dual weapons class (bows and daggers, or bows and swords.. or something)
Passive Skills and buffs
Aside from mastery skills, I'm not really sure. A party buff doesn't really seem necessary, but a personal weapon buff similar to archer's Blazing Arrow would be normal. I'm sure there's something nature or trapper/hunter related but I can't think of it.
Aggressive Skills and heals
Some bow skills similar to Archer, but with wood and earth magic addons.
For traps, they would have a variety of element and status addons. For example: One can be metal and physical damage, with an added stun, while another is Fire damage with a DoT.
Sadly I haven't thought too deeply into Hunter skills, but there's potential. It would also make sense if they had support pets (summonable like Mystic makes more sense)
Post edited by jagam on
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Comments
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More classes mean more hair styles I'm with it[SIGPIC][/SIGPIC]0
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AmmeeesbfD - Dreamweaver wrote: »More classes mean more hair styles I'm with it
Wish the person who voted for 'dislike all' had said why b:infuriated0 -
You don't need a reason to dislike something or demand more hair styles[SIGPIC][/SIGPIC]0
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over 90 views but only a couple votes and posts b:cry0
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You really think the developers listen to you? Are you a VIP?[SIGPIC][/SIGPIC]0
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AmmeeesbfC - Dreamweaver wrote: »You really think the developers listen to you? Are you a VIP?
Ofc they won't. But no need be rude... and we're still aloud to dream right? b:bye
@jagam: I don't think more classes would be good, but I do like your ideas. Should make a new game with those, not stick it into PWI b:surrender[SIGPIC][/SIGPIC]
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^ but please, for the love of god, read the first page before making requests (UPDATED)0 -
TBH if that happens, update bosses too, YES I know some bosses got stronger but i want bosses that change depending on attackers.....like if you got a aps vana squad with only +10 weapons, make sure they have a tough time instead of 5min vana's....
Or something really only barbs can tank and even kills the best R9 +12 sin....
Classes are cool tooI do not need much,
I do not have much,
I do not miss much,
I have love and friendship,
To compensate for that!
Dragoneast-rb1-soon to be 100 again- sanctuary
Back in pwi, always returning to my first real mmo
Started in genie patch0 -
What is wrong with kids these days? Whenever you say something they are like " no need to be rude." "that's rude." I wonder if they are that fragile in the game too...[SIGPIC][/SIGPIC]0
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@AmmeeesbfC: No, they don't necessarily listen to exactly what I type, which is why I would never add solid numbers to any of the skills I suggested. Also, they are based in China and tend to implement things that are Chinese history/mythology oriented, so any idea suggested (assuming they seen it, or it was presented to them) could be the best thing they ever heard, but not China-oriented enough, so they could simply reject it...
All I'm doing is putting a couple partially thought out ideas out there. It's better than posting a suggestion like "make barbs more customizable" or "make gold cheaper" or "new race should be vamires, kthxbye" or "allow ingame same gender mariage" like I've seen on here. Each of those has a reason why they wouldn't be implemented. Mine doesn't (beyond the normal of them not reading it and often not caring what we want)
@Nariin: I think new classes allow new dynamics to the game. Yes there seems to be plenty already, but if new classes are implemented right then they will add to the current ones, enriching game play. Admittedly, if they do it wrong then current classes (or the new ones) are ignored and it's a huge waste of time...
@Dragoneast: Agreed. I've been thinking that for a while too. Only problems I could see is if only one member has R9+10, then the rest of the squad will have a very hard time staying alive. Though that would stop people from just paying a player to run the higher instances for them, so it would probably still be worth it.
@AmmeeesbfC (again): Not fragile, just polite. If you don't like the taste of food someone gives you, do you return it and ask for something different, or do you mock people who like it and made it? Guess both would be acceptable to you, but to polite people the first is much more acceptable.0 -
I think that these ideas could just be tacked on to other classes. Or maybe all classes would have the ability to get these skills Seeker BMs and Barbs get Paladin(Id say General or Champion though), Archers and Sins (Maybe Venos) get the Hunter. And Everyone else can get (some) necro skills. I think it being worked this way would be interesting, Id see them coming as skill books. Also, the Demon/Sage Versions should be different for each class. I do see nerco spirits not working out well though.(Seems more like a standalone class, which the other two could be added) In all, all classs would benefit and become stronger for even harder content.0
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sirrawrsalots wrote: »I think that these ideas could just be tacked on to other classes. Or maybe all classes would have the ability to get these skills Seeker BMs and Barbs get Paladin(Id say General or Champion though), Archers and Sins (Maybe Venos) get the Hunter. And Everyone else can get (some) necro skills. I think it being worked this way would be interesting, Id see them coming as skill books. Also, the Demon/Sage Versions should be different for each class. I do see nerco spirits not working out well though.(Seems more like a standalone class, which the other two could be added) In all, all classs would benefit and become stronger for even harder content.
Actually, by this logic of adding the skills to existing classes, I don't think everyone would be getting the Necromancer skills. I believe they would be added onto either clerics or mystics, being the healers who can provide new life to their fallen party members. Like a corrupted path for them, centered more on combat and giving them more damage than making them pure healers and such. Though, if you look at it, that would be Violet Dance all over again. I just like these ideas better, tbh.
However, I'd love to see these implemented as new classes, and in new races. I like seeing the in game population becoming more diverse. After all, look at how many different kinds of people there are in the real world. I think as a new race, the Paladin (though, I prefer the name Champion) would be paired with the Necromancer.
The Hunter however, would need a partner to go with it if it's put in with a new race. And a different name, if we want to really be nitpicky, as there is already a.. Certain game.. With this character type and this name. Naturally, with it being a light armor class, the race's second class would be an arcane.
I think with how the classes in PWI are playing out, it wouldn't be too far fetched to have the Hunter using bows, considering how many classes use the same weapons. But I think it would be neat to include something new. I read once on the PW database that there used to be whips implemented in the game. What if we brought them back?
I like the idea of bringing in a trapping class; being able to drop a premeditated freeze, slow or stun would be amazing, or maybe some with status effects, like burn or poison.
I don't like the idea of them being another pet class, however. As a veno, I'd probably like it as far as using it, but.. I started my veno long long before the Earthguard were released, and I loved her because she was so unique as the only pet class. (I took to the mystic as well, so I've learned to love her over time, but they upset me greatly at first, I thought they were a total rip off.)
If the Hunter did have a pet with it, I think it would be better if they only had one summon type. A dog or something similar, based on the real hunters using a tracking bloodhound or.. Oh, I'm at a loss.. The breeds that always bring back the killed birds and such.. But the typical hunting dog, if you understand my meaning. Perhaps, if they go with the tracking route, there would be some kind of skill on the pet that could have the pet track certain mobs or bosses much more accurately. Like, quest mobs would show up on the mini map in a different color when the pet is tracking them. It could have an interesting PvP application as well, tracking the guy who took your drops, who was farming your character, etc. And it could detect where a stealthed sin is, though not knocking them out of stealth. It could simply mark where you need to watch, in anticipation of an attack.
As a pair to the Hunter, dare I suggest a Warlock/Mage/etc/whatever where you can choose light or dark (white/black, yin/yang etc) magic early on? Almost like a mini sage/demon culti, but it determines the skills you can learn in the first place. It'd be a support class from the start, the way I see it.
The light/white/yang magic would likely be centered on buffing, perhaps with some really small heals, nothing like the cleric or mystic. Just a little backup when things get rough.
And the dark/black/yin magic would be more of a debuffer, almost like the veno, but not quite. Maybe lowering the enemy's resistances, increasing damage, lowering attack rate etc etc. They'd be a DD as well, though not the raging powerhouse that a Wizard or Psy would be.
I could see both paths being wanted in a squad for their buffs/debuffs.
IN SHORT: I love your ideas. I'd be absolutely thrilled if they could be brought into PWI, it's always nice to see something new.
Also, not trying to step on your toes with the Warlock thing, just adding something to go alongside your classes. I didn't actually put much though in to them, like you did yours. x.x
EDIT: Actually, looking back and thinking about it.. I think the Necromancer would be the arcane counterpart to the Hunter, and the Champion/Paladin would pair with the Warlock.
It would make more sense story wise.
The Hunters and Necromancers are nomads that established a permanent home, the Hunters seek out food and protect the main city, while the Necromancers practice their dark magic within the city walls, preparing for an oncoming threat..
Meanwhile, the Warlocks and the Champions are like.. Royal palace guards, though I dunno how well that would work out in the end. It'd be weird to add a royal city, I get the odd feeling the main city would switch from Arch to there..
(Also, I hope this doesn't count as necro or anything, I know the last post was a little while ago, but I thought some more real feedback would be nice, as opposed to excitement about everything extra that would be brought in around the characters. b:surrender)[SIGPIC][/SIGPIC]0 -
First off:
I would ignore that Ameeshalalabf person. From what I've seen, he or she isn't very good at being politely critical or helpful in the suggestion forums. You missed their lovely topic about wanting more man pictures on the forums, because they don't find the lady pictures worth their time.
Second off:
I've seen this suggested more times than I care to count for. I find these to be really good ideas for class add-ons. I don't think we need more races just yet, though. I like that you thought out skills and options for them. I like that people think.
Although, I still haven't seen Admin activity in the suggestion forums... I feel there might be a chance for this. I see the word "Necromancer" more often than naught, so maybe that will be the next class/add-on/etc.0 -
I was just thinking today: it'd be so awesome to have a necromancer in perfect world!!! b:laugh0
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