View Full Version : Pros and Cons of the new Class System
<div></div>Ok, these are views from both myself, (account since day 1) and my friend (got the game about 2 months ago).<b><u><font color="#ccff00">Pros:</font></u></b><font color="#ccff00"></font><font color="#ccff00"></font><u><b><font color="#ccff00">Get you right into your class -</font></b></u><font color="#ccff00"></font><font color="#ccff00"></font><font color="#ccff99">This is great, it always felt awkward going from all these stealth and back attacks and jumping right into group buffs and magic attacks with a bard. Granted it's still sort of like that, but I feel it's a little easier.</font><font color="#ccff00"></font><font color="#ccff00"></font><b><u><font color="#ccff00">Don't have to go looking for that class/subclass trainer -</font></u></b><font color="#ccff00"></font><font color="#ccff00"></font><font color="#ccff99">Also good. Don't have to go around search, can keep that grind up.</font><font color="#ccff99"></font><font color="#ccff00"></font><b><u><font color="#ccff00">Better Class Descriptions -</font></u></b><font color="#ccff00"></font><font color="#ccff00"></font><font color="#ccff99">You can see what you want to be while you're picking it. Instead of saying "I want to be a Rogue!" and end up getting up to Swashbuckler and realizing your idea of a "Rogue" is more like the Assassin or Brigand.</font><font color="#ccff00"></font><b><u><font color="#ccff00"></font><font color="#ccff00">The ability to easily add classes -</font></u></b><font color="#ccff00"></font><font color="#ccff00"></font><font color="#ccff99">This is something that I HOPE SOE uses. They can now easily (ok, easierily) add more classes to the game if they choose, because they don't have to worry about making a whole new class line</font><font color="#ccff00"></font><font color="#ff3366"><u><b>Cons:Lose the feeling of moving up -</b></u></font><font color="#ff3300">You sort of lose the feeling of moving from some fighter in leather armor to a heroic Paladin. Not many will share my views here, because most people have gone through that tedious process over and over, but new people would definately notice it.</font><font color="#ff3300"></font><font color="#ff0066"><b><u>Class/Subclass Quests were kind of cool -</u></b></font><font color="#ff3300">They let you know the difference between 2 or 3 similiar subclasses/classes. They will be missed.<font color="#ffffff">Anyone else have ideas?</font></font><div></div><p>Message Edited by Keyh on <span class="date_text">01-30-2006</span><span class="time_text">07:19 AM</span></p>
Rook818
01-13-2006, 09:35 AM
<div></div><blockquote><hr>Keyh wrote:<font color="#ccff00"></font><font color="#ff3366"><u><b>Cons:Lose the feeling of moving up -</b></u></font><font color="#ff3300">You sort of lose the feeling of moving from some fighter in leather armor to a heroic Paladin. Not many will share my views here, because most people have gone through that tedious process over and over, but new people would definately notice it.</font><font color="#ff3300"></font><font color="#ff0066"><b><u>Class/Subclass Quests were kind of cool -</u></b></font><font color="#ff3300">They let you know the difference between 2 or 3 similiar subclasses/classes. They will be missed.<font color="#ffffff">Anyone else have ideas?</font></font><div></div><hr></blockquote>I think what you are saying here is that before, you had a goal...something to look forward to and work towards. I have to agree. While I think starting off as prestige classes is a good thing, the loss of those early goals will be missed. There should be some type of goal quest at 10 and 20...entirely optional but something...Perhaps like the AQ series in the 20s. A series of quests for a signature weapon or item...I'm not sure but something....
MrMartin
01-13-2006, 12:41 PM
<div></div><p>I think that this new system will be really fun, for me atleast. Now I can create lots of ALTs and don't have to play 25 lvls to get some kind of feel for the final class.</p><p>First thing I'll do when this patch comes out is creating a Ranger... and a Bruiser... and maybe a Conjurer or Necro... ohh so much fun. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
The actual class quests were good, having to get to 9 then 19 to do them was not. And if you're like me you always ended your class quest with about 30% xp so had a tedious grind to 20 before you could even get the rewards from doing the class quest.It was a limbo period where essentially you were a nothing doing an essentially pointless grind just so you could call yourself something else and start progressing in the game. I have 5 characters total 3 at mid 30's 1 mid 40's and one at level 10. I got so fed up of playing another class quest i gave up on the level 10 before id even experienced the profession i wanted him to be.
Goozman
01-13-2006, 01:57 PM
<div></div><p>I thought the archetype thing was pretty lame when i started in the long long ago. I always wished it would be the way they just made it, never thought it'd actually happen.</p><p>The whole purpose of the archetype was to ease people into choosing their class; they didn't want people not to know what they were choosing. That whole thing failed tho, as level 1-19 was no indication of many of the final classes' abilities.</p><p>What they need to do is keep the level 10 and 20 quests tho, maybe make em longer, and have 'em reward you with a cool legendary/fabled class-specific item. Then the progression would still kinda be there.</p><p>As far as I'm concerned... /bye Fighter, Priest, Mage, Scout, etc... and don't ever come back :smileytongue: Now I just wish I had slots available to play 1-20 on some more classes.</p>
thorvang
01-13-2006, 03:05 PM
i've created some alts in the last months and what they all ended up has been level 20... the grind has been so easy, you get off the island with lvl 6 and your first class is just 50 mobs and some quests away. so you grind to 10 solo.then exp through quests is easily gained and you grind a little bit more. before you knew it, you're level 16 and 18 is right around the corner. so you grind a little bit more getting 18, doing the class quest which grants you level 19. but most of the time you're not able to use your reward and so you grind to 20.and there you have your new alt, sitting at level 20 with his final class and... you forget him <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />played him solo to 20 and now you don't feel to grind anymore.maybe i'm the only one that did this sort of thing and experienced a certain lack of interest in this toon at lvl 20. but i think playing the subclass you want to just from the beginning might help to abstain from the solo grind to 20 and just enjoy your low level alt in groups and quests.
LlewCadey
01-13-2006, 04:10 PM
wait does this mean you chose your subclass at the outset of the game??does that mean a dark elf SK for example can betray? creating a qeynosian SK?!!somone explain a little aobut the changes, to me it sounds like the dumbing down of the game even more<div></div>
shadowfalx
01-13-2006, 05:17 PM
First off i suggest you read things, such as the Dec. producers letter.But on the off chance you read it and are unable to understand it, yes you choose your subclass at level 1.On the other hand, NO QEYNOSIAN SK's. you still have to betray, and when you do you become a PALIDAIN. A qeynosian SK is stupid, and totalyy out of character. Now that said when you get your new class, your past spells will transfer to the same level spells for your new class. So say you have you SK level 10 spell at master 2, when you become a Pali, your level 10 SK skill will become a level 10 master 2 Pali skill.<div></div>
Dessellion4
01-13-2006, 05:30 PM
<div></div><blockquote>I think what you are saying here is that before, you had a goal...something to look forward to and work towards. I have to agree. While I think starting off as prestige classes is a good thing, the loss of those early goals will be missed. There should be some type of goal quest at 10 and 20...entirely optional but something...Perhaps like the AQ series in the 20s. A series of quests for a signature weapon or item...I'm not sure but something....<hr></blockquote><p>I've always thought there should have been some reason to have goal quests, not just at 10 and 20, but every 10 levels. If you were a Paladin for example you should have quests to promote you within your chosen Temple, to Initiate, Disciple etc. Every class has the potential for these sort of sub-class quests and imho would add greatly to the immersive feeling in the game.</p><p>The quests in EQ2 were to choose sub-class. Societies (Thieves Guild, Archery Club, whatever) could be introduced around Qeynos and FP and new quests introduced to re-introduce that sense of achieving something. Working for your guild is fine but I feel something more is needed to make you part of your city.</p>
Castonu
01-13-2006, 05:51 PM
<div></div><p>I have my background in EQ1 so these changes to the classes are easy to adjust to for me. EQ1 has always been like this new change coming here. I run on test with a low level brawler and before I played him yesterday I thought it would be good to start a new character from the ground up. I created a troll zerker and from the beginning I really liked it. I think the armor quests are much better and with some great looking armor sets. And I really felt like a zerker, meaning I felt my class strengths immediately. I think this is very good.</p><p>And now to my original character on test, my lower level brawler. He was training towards being a monk. I brought him on last nite and the character creation screen came up and I was given that choice only of a monk. I chose it and it then brought me into the game. When my character loaded into Antonica where I had logged him previously I started receiving monk spell scrolls. I didn't count them all but there were quite a number of them. It took me a number of minutes to sort them all out and get them in place. I think this will be the only confusing part to most people.</p><p>But from what I can see so far, this will be a very exciting LU. I think most people will be able to indentify with their class and those nuances from them right away. I see good things with this update.</p><p>Good job devs...keep 'em coming!!</p>
Drinor
04-28-2006, 06:51 PM
<P>I miss it.</P> <P>I thought this was a nice "growing up as you level" feature that added some distinction from other games.</P> <P>I went to sleep as a druid and woke up having to choose a new class - I miss the quests and the progression - all too much of a "Star Wars Galaxies dumbing down" type change for me.</P> <P>Still love the game overall tho'</P>
Trulaf
04-29-2006, 12:55 AM
<BR> <BLOCKQUOTE> <HR> shadowfalx wrote:<BR>First off i suggest you read things, such as the Dec. producers letter.<BR><BR>But on the off chance you read it and are unable to understand it, yes you choose your subclass at level 1.<BR><BR>On the other hand, NO QEYNOSIAN SK's. you still have to betray, and when you do you become a PALIDAIN. A qeynosian SK is stupid, and totalyy out of character. Now that said when you get your new class, your past spells will transfer to the same level spells for your new class. So say you have you SK level 10 spell at master 2, when you become a Pali, your level 10 SK skill will become a level 10 master 2 Pali skill.<BR> <BR> <HR> </BLOCKQUOTE><BR>Incorrect. The Shadowknight spell will become an apprentice one Paladin spell.
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