BrewedWar
TMF Regular
- Joined
- Feb 15, 2016
- Messages
- 292
- Points
- 16
hey all .-. i'm alive and well! got a shiny upgraded computer, a bit more money in the bank, and a slightly more focused attitude.
so one of the biggest obstacles i run into every chapter is updating the classes for the new level cap. coming up with new skills, balancing old skills, trying to keep everything feeling fresh and exciting, with new skills being ones you can be enthusiastic about, while not completely invalidating the older skills.
i'm sure we've all played an rpg where, as you level, your original skills eventually become irrelevant, or only usable in trash scenarios. i understand there's no way i can maintain that all skills will be 100% as viable at all stages in that game as they are when they're first learned, i still want there to be a strategic niche to each ability. my last balance patch, with the Mytha hardcore quest, was an attempt to smooth out some stronger skills, and buff up some lesser used ones.
moving forward, as i've said all along, WHM will have 5 chapters. So far the level progression has been 2 levels per chapter. The only issue I have with this is it leaves me with an odd numbered level for chapter 5 to end on...and it feels...cramped. I'm not sure how to explain it. So what i'm thinking of doing is pretty enormous for chapter 3.
i'd like to leave the level cap at 7 for chapter 3.
and, in order to promote diversity and player choice, i would like to introduce "Sub-Classes."
now, i'm sure everyone who has played a video game before can comprehend the idea of sub-classes. Effectively, they would be an extension of your main class (Jack, Wizard, Warrior, and Rogue) that gives it a new, unique flavor. i would also like to have at least 2 sub-classes per main class, three in an ideal world.
the issue this brings up is: what would sub-classes bring to the table in terms of unique skills and the difficulty of ensuring that the sub-classes are properly balanced.
i've said before that your main class is not intended to be a player's choice. my design decisions then, and still now, is that you will have a main class that a quest is balanced around. The Wizard for the Kitsune, the Rogue for the Ogre, the Warrior for Jinko, the Oni Twins for the Jack, etc.
now, with chapter 2, i introduced a lot of power in just 2 levels. from what i understand, the warrior may even be standing out as too strong overall.
This brings me to sub-classes. While the main classes are not intended to be a choice but rather a strategic checkbox (think Paradigms in Final Fantasy 13, there are times where you HAVE to switch to a certain Paradigm to survive, to build stagger, to burst, to tank, etc.), I would like to introduce sub-classes as something you the player can use to customize your experience.
while the crux of your damage will come from your Main Class, your Sub Class will provide strategic and flavorful alterations and opportunities to play around in the world and have an experience that might deviate from others.
Sub Classes will not be retroactively added (maybe in a New Game Plus, but not initially) and are only available after diving into Chapter 3.
Some ideas I've thrown around, in regards to sub-classes are things like...
Arcanist or Elementalist for the Wizard
The Arcanist focuses on buffing and debuffing. Building up the user to unleash a powerful attack, while keeping enemies weaker to avoid backlash while building up. Say, Angela starts a fight with a spell that causes her foes to be stunned instantly, allowing her to still move this turn. She can then Channel Power to increase her next spell cast significantly. Or, she could use the stunned turn to place a Break on a foe, drastically lowering the damage of their next Spell cast or Physical attack.
The Elementalist focuses on entering "Elemental States" in which Angela will take on an increasingly intense form based on the elemental spell she has chosen to focus on. So, say you just start the fight and use "Fireball". Angela will then gain Stage 1 Firestarter. This powers up her Fireball, but weakens her other spells. She can continue casting Fireball to enter Stage 2 and finally Stage 3 Firestarter forms. It will require either a neutral spell use, or multiple uses of another element to return to normal and enter a different state.
These are extremely rough ideas, and I'm sure some of you are already saying "Well X is clearly better than Y, everyone will take that." That may be true...assuming that Chapter 3 follows the "One Enemy and One Weakness Per Fight" pattern of the previous chapters.
That...is not likely to be the case. With the customization and power that Sub Classes bring, I am likely going to increase the number of Monster Girls added with this chapter, and multi-target fights are not necessarily out of the picture.
And keep in mind, these ideas are only off the top of my head.
with that said, i'd like to open it to the floor.
Do you like the idea of sub-classes? If so, do you have any thoughts or possible ideas you'd like to see? try to think outside the box, i want chapter 3 to be really special...it's a real turning point to the story. the happy-go-lucky tongue in cheek attitude of the prologue and chapter 1 really starts to meld into the darker, more serious tone that chapters 4 and 5 will have here.
so one of the biggest obstacles i run into every chapter is updating the classes for the new level cap. coming up with new skills, balancing old skills, trying to keep everything feeling fresh and exciting, with new skills being ones you can be enthusiastic about, while not completely invalidating the older skills.
i'm sure we've all played an rpg where, as you level, your original skills eventually become irrelevant, or only usable in trash scenarios. i understand there's no way i can maintain that all skills will be 100% as viable at all stages in that game as they are when they're first learned, i still want there to be a strategic niche to each ability. my last balance patch, with the Mytha hardcore quest, was an attempt to smooth out some stronger skills, and buff up some lesser used ones.
moving forward, as i've said all along, WHM will have 5 chapters. So far the level progression has been 2 levels per chapter. The only issue I have with this is it leaves me with an odd numbered level for chapter 5 to end on...and it feels...cramped. I'm not sure how to explain it. So what i'm thinking of doing is pretty enormous for chapter 3.
i'd like to leave the level cap at 7 for chapter 3.
and, in order to promote diversity and player choice, i would like to introduce "Sub-Classes."
now, i'm sure everyone who has played a video game before can comprehend the idea of sub-classes. Effectively, they would be an extension of your main class (Jack, Wizard, Warrior, and Rogue) that gives it a new, unique flavor. i would also like to have at least 2 sub-classes per main class, three in an ideal world.
the issue this brings up is: what would sub-classes bring to the table in terms of unique skills and the difficulty of ensuring that the sub-classes are properly balanced.
i've said before that your main class is not intended to be a player's choice. my design decisions then, and still now, is that you will have a main class that a quest is balanced around. The Wizard for the Kitsune, the Rogue for the Ogre, the Warrior for Jinko, the Oni Twins for the Jack, etc.
now, with chapter 2, i introduced a lot of power in just 2 levels. from what i understand, the warrior may even be standing out as too strong overall.
This brings me to sub-classes. While the main classes are not intended to be a choice but rather a strategic checkbox (think Paradigms in Final Fantasy 13, there are times where you HAVE to switch to a certain Paradigm to survive, to build stagger, to burst, to tank, etc.), I would like to introduce sub-classes as something you the player can use to customize your experience.
while the crux of your damage will come from your Main Class, your Sub Class will provide strategic and flavorful alterations and opportunities to play around in the world and have an experience that might deviate from others.
Sub Classes will not be retroactively added (maybe in a New Game Plus, but not initially) and are only available after diving into Chapter 3.
Some ideas I've thrown around, in regards to sub-classes are things like...
Arcanist or Elementalist for the Wizard
The Arcanist focuses on buffing and debuffing. Building up the user to unleash a powerful attack, while keeping enemies weaker to avoid backlash while building up. Say, Angela starts a fight with a spell that causes her foes to be stunned instantly, allowing her to still move this turn. She can then Channel Power to increase her next spell cast significantly. Or, she could use the stunned turn to place a Break on a foe, drastically lowering the damage of their next Spell cast or Physical attack.
The Elementalist focuses on entering "Elemental States" in which Angela will take on an increasingly intense form based on the elemental spell she has chosen to focus on. So, say you just start the fight and use "Fireball". Angela will then gain Stage 1 Firestarter. This powers up her Fireball, but weakens her other spells. She can continue casting Fireball to enter Stage 2 and finally Stage 3 Firestarter forms. It will require either a neutral spell use, or multiple uses of another element to return to normal and enter a different state.
These are extremely rough ideas, and I'm sure some of you are already saying "Well X is clearly better than Y, everyone will take that." That may be true...assuming that Chapter 3 follows the "One Enemy and One Weakness Per Fight" pattern of the previous chapters.
That...is not likely to be the case. With the customization and power that Sub Classes bring, I am likely going to increase the number of Monster Girls added with this chapter, and multi-target fights are not necessarily out of the picture.
And keep in mind, these ideas are only off the top of my head.
with that said, i'd like to open it to the floor.
Do you like the idea of sub-classes? If so, do you have any thoughts or possible ideas you'd like to see? try to think outside the box, i want chapter 3 to be really special...it's a real turning point to the story. the happy-go-lucky tongue in cheek attitude of the prologue and chapter 1 really starts to meld into the darker, more serious tone that chapters 4 and 5 will have here.



