View Full Version : Multiclassing - an alternative to raising the level cap.
Ravaan
04-24-2007, 03:51 PM
<p>there is a couple games that use this system already, namely Final Fantasy 11 and Guild Wars. the basic idea behind it is to take a secondary class that "boosts" your primary class in various ways. </p><p>so for example lets take my class inquisitor as an example ....</p><p>if i took Berserker as my secondary class, it would add 1) Mitigation 2) HP 3) some new CA 4) a taunt.</p><p>if i took monk it would add ... 1) HP 2) Avoidance 3) CA's 4) taunt</p><p>if i took a Swashbuckler it would add .. 1) more DPS 2) Duel Wield 3) CA 4) Avoidance</p><p>now obviously as a priest the Combat Abilities (CA) would be scaled down. I mean i wouldn't be doing the damage of a swashbuckler, or have the mitigation/ of a Berserker ... but it would add some to my character.</p><p>think this would add more diversity to characters and let them have more customization. </p>
lol while that does work in ffxi and is in fact very much needed as it IS the hardcore gamers game in a game like this 1 where basically 1 class can always do it all utilizing this would make grps none existant. In fact the only time grps would form is to take on an epic with 1 grp of people. It is a nice system in ffxi just it would bomb this game to hell.
Etchii
04-24-2007, 04:54 PM
<p>Bruiser Monk with super avoidance, haste and dps!!...double double attack!!!</p><p> Feign Raid! Drag Encounter!!</p><p> /flex</p>
Valdaglerion
04-24-2007, 05:04 PM
<p>Yeah, I know what you mean. While I also wish we could do this, I must agree that it would prove (a) too difficult to program at this stage as many things are class specific and (b) would render some classes as a primary useless. I doubt that groups would go away. There is still the need for more hit points and power to provide dps etc other than just having the abilities at your finger tips. For instance while duoing, there are always instances where both toons are down to almost no power after a fight. 1 toon having both abilities does not solve that so 2 toons are still needed.</p><p> I do wish they would open up the crafting classes though. I get tired of looking for someone online who can craft x because its not somethign I can do only to find no one online. And yes I know we have alts but I dont want to have all my toons on the same server simply for crafting nor is a second account for this purpose an answer. I think once you max out a craft you should be able to pick up another, max it and do another until you max them all but you can get another unless you have maxed out your previous selection. So yeah, at the end of the day we might end up with a few uber crafting toons but does that really matter? The markets for crafters is poor anyway. You cant make a living by crafting alone.</p>
bensilvi
04-24-2007, 05:05 PM
This isnt SWG. That style would apply here.
Etchii
04-24-2007, 05:11 PM
<p>Uber crafter...hmmm </p><p>SO i can brew a beer, sit it down on my bar that i built, and spill it on the new robe I made, ruining it, so i can tear it apart into cloth strips to polish up the new sword I just forged to use with my new CA that I just finished researching to slay the mob i need to get the recipe for my new tinkered mount that I plan to ride around to collect items to transmute into fuel for an adornment to attach to the bow I just fletched for my ranger friend...?</p><p>nice.</p>
Tallika_Runwithbears
04-24-2007, 05:23 PM
multiclassing has always been a lazy gamers way of developing an uber untouchable class based on picking the best traits from multiple classes. The biggest and clearest expample of this was the FotM templates that were constantly in use during the first iteration of SWG. sure you had limited points to spend but those super templates where so overpowered as to make the game trivial to those using it and a big pain for anyone not using the proper counter template. All it takes is a small handful of obsessive min/maxers to discover the strenghts and weaknesses of the current ability sets and then disemminate that info to all the other players and BOOM!! suddenly the game is a mess.
Ravaan
04-24-2007, 06:30 PM
<p>so how many of you missed the part where I said taking a secondary class. raise your hand!</p><p>So its not like SWG nor is it where you can take every class in the game. I swear people need to learn how to read.</p><p>as for the FOTM thing, we don't have that in game now? how many furies are out there?, or necros/conjurors. so please don't tell me theres no FOTM class already in game.</p>
Lornick
04-24-2007, 07:26 PM
<p>EQ2 just isn't built for multiclassing.</p>
steelbadger
04-24-2007, 07:48 PM
Multi-classing is something that has to be built into the game from the beginning, if they where to add it, giving the ability for guardians to Ice Comet, Fusion or lifetap. Or for assassins to be able to stun mobs for 10 seconds. Any number of combinations would make the current content completely trivial. The game is balanced, from 1-70 for single class players, and to change that now would basically take eq2 back to the stone age in terms of game balance.
Savanja
04-24-2007, 10:25 PM
Okay..now correct me if I'm wrong since it has been a while since I've played FFXI..But it wasn't a combo of the classes, it was simply an ability to switch between classes, which was a solution for the fact that one had to pay to have more than 1 character on their account? I had a red mage with a 2nd profession of white mage, however, I didn't get the option of utilizing from BOTH classes at once, I had to choose which class I'd be playing atm. I do recall the combo of classes from Guild Wars, so I'll assume this is more what you are getting at. I really don't like the idea of hybrid classes. I think that APs go a long way in customizing a class, and anything more than that would take away from the point of having classes at all. I was fond of DAoC's way of putting skill points into particular branches of specialty for one class that exactly pertain to that class, but that comes fairly close to EQ2's AP system.
Hellswrath
04-24-2007, 11:05 PM
<cite>Savanja wrote:</cite><blockquote>Okay..now correct me if I'm wrong since it has been a while since I've played FFXI..But it wasn't a combo of the classes, it was simply an ability to switch between classes, which was a solution for the fact that one had to pay to have more than 1 character on their account? I had a red mage with a 2nd profession of white mage, however, I didn't get the option of utilizing from BOTH classes at once, I had to choose which class I'd be playing atm. I do recall the combo of classes from Guild Wars, so I'll assume this is more what you are getting at. I really don't like the idea of hybrid classes. I think that APs go a long way in customizing a class, and anything more than that would take away from the point of having classes at all. I was fond of DAoC's way of putting skill points into particular branches of specialty for one class that exactly pertain to that class, but that comes fairly close to EQ2's AP system. </blockquote><p> Actually, FFXI <i>did</i> allow the use of abilities from both classes at once. The abilities from the subclass were capped at 1/2 the level of your current main class. However, the bonuses were mainly in terms of your stats. Subclass of white mage gave you increased power pool and the ability to do some minor healing, samurai gave you the ability to use tech skills more often, etc. Yes you could switch between the classes at your room, however.</p><p>Regardless, while this would be an awesome addition to the game, I agree that it could never be safely implemented into EQ2. This is definitely something that needs to be in a game from the beginning or not at all. <img src="/smilies/c30b4198e0907b23b8246bdd52aa1c3c.gif" border="0" alt="SMILEY" /></p>
NoobToEQ
04-25-2007, 12:41 AM
Dude no just NO!.
Rahatmattata
04-25-2007, 01:41 AM
Valdaglerion wrote: <blockquote><p>I do wish they would open up the crafting classes though. I get tired of looking for someone online who can craft x because its not somethign I can do only to find no one online. And yes I know we have alts but I dont want to have all my toons on the same server simply for crafting nor is a second account for this purpose an answer. I think once you max out a craft you should be able to pick up another, max it and do another until you max them all but you can get another unless you have maxed out your previous selection. So yeah, at the end of the day we might end up with a few uber crafting toons but does that really matter? The markets for crafters is poor anyway. You cant make a living by crafting alone.</p></blockquote><p>I don't like the idea of multi classing for pretty much the reasons already listed. I also disagree with the OP when s/he feels it would make characters more diverse, I feel it would bring everyone closer to being the same. Also, you get the whole "well if you don't pick this class for your subclass than you are a [Removed for Content] n00b".</p><p>I do like the idea of being able to level all or some tradeskills on 1 character either all the way to 70 or to a lower cap. FFXI did something that was sort of a comprimise. You could level 1 tradeskill to the level cap (100), and you could also level as many other tradeskills as you wished, but they capped at 60. Would that kind of comprimise work in EQ2? I don't know... probably not, but it's still something to think about. Perhaps even being allowed to level the 3 crafts in your tradeskill archtype would be nice /shrug (a character that chose scholar would be able to level jeweler, sage, and alchemist all on the same toon for example). Just throwing out idears.... </p>
Dimgl
04-25-2007, 01:47 AM
I was a big fan of subclassing in FFXI. One of the BEST class systems I have ever seen. You had to level the subclass from 1, and you could only have one active at any time and it was capped to half of your player level. A subclass gave you: The skill cap of the level of your subclass. A level 70 Wizard/Guardian would have for example a skill cap of 175 parry. (Not very effective against level 70 mobs... this was the same in FFXI.) The job abilities of your subclass's level. In the same example, the Wizard would learn up to level 35 Guardian CAs, but no higher, meaning at best they'd have CAs that did miniscule damage (100-400?) It gave no equipment allowances from your subclass. No Wiz/Guardian would be able to wear plate. So in the case of EQ2, adding a subclass would mean: 1. Players would be raising newbies of all kinds of classes, to try new subclasses, this would allow EoF content to be better used, and since subclasses can be levelled to 70, you'd have less alts, and more mains (just with many class options.) This would also let high end raiders put more loot to use. 2. We'd have slightly stronger characters, but any subclass that doesn't use the primary class skills will be weak. For example a Wizard/Guardian isn't going to land hits using a sword with 175 slashing (level 35 skill cap). A Guardian/Wizard isn't going to land a level 25 fireball spell with 175 disruption on a level 70 mob. But a level 70 Wizard/Illusionist may be able to land a low-end mez. 3. Every class would offer a FEW abilities that would be useful to a primary class. For example a wizard might gain a little from a low level defensive stance from a Guardian, as they have no stances, and stances take no concentration. Similarly they're likely to gain a bit more from getting the enchanter conc-free power regen. Classes with few conc may find interesting uses, such as a Swashbuckler/Dirge learning a group DPS song, or a Paladin/Templar buffing himself with a minor stoneskin. 4. We wouldn't have tank-mages of any real power. Even if you let wizards wear level 35 platemail, it'd be pretty pathetic. I would love to see it put into EQ2. Especially if we were allowed to have half of our subclass's achievement trees or something, that would mean 25 points in an EoF tree and KoS tree. That's when it might get overpowered. As for me? Berserker/Mystic would be one of my top choices. Come on, a berserk barbarian tribal chieftain who dabbles in the medicine man's healing? I like it, especially if we had our subclass's achievements at half effectiveness too. Other contenders would be Berserker/Monk, Berserker/Paladin and Berserker/Templar.
Rahatmattata
04-25-2007, 01:59 AM
<p>You know... I just posted saying basically I'm against multiclassing.... but then I read Kemt's post below mine and I must admit.. that does sound pretty cool, and not very overpowering.</p>
Besual
04-25-2007, 04:20 AM
It's not easy for SOE to balance 24 right now. And then we add the option for a 2nd class / multi classing... Great idea! /sarcasm off
lol u dont think its overpowering? Ok lets look at it this way. You could take a wiz and subclass a guard with it and then u got somthing that could not only kite but stand up there and take those while rooting and such. Or a templer subclassed with a pure dps type. On this game it just would never work. The combat system as well as the patheticness of mobs just isnt built for it. Now on places like ffxi its expected for a blackmage to have say a whitemage as a subclass so that they can provide beneficial dps and some healing to there grp plus survive against anything solo.
<p>A Guardian/Bruiser could maybe make sense, but a Guardian/Wizard?</p><p>One way of allowing multiclassing to some extent would be to add a third achievement tree - one that is based on archetype (Fighter, Mage, Priest, Scout), where you could pick some of the abilites from other classes of the same archetype. For example, as a Bruiser you could pick a taunt from the Guardian branch and an AOE attack from the Berserker branch, but they would never be as good as your own taunts/attacks (maximum of Apprentice IV quality perhaps?). They would of course have to limit it to certain, not too overpowering skills and only allow you to pick a few. </p>
Ravaan
04-25-2007, 04:50 AM
Kemt@Venekor wrote: <blockquote>I was a big fan of subclassing in FFXI. One of the BEST class systems I have ever seen. You had to level the subclass from 1, and you could only have one active at any time and it was capped to half of your player level. A subclass gave you: The skill cap of the level of your subclass. A level 70 Wizard/Guardian would have for example a skill cap of 175 parry. (Not very effective against level 70 mobs... this was the same in FFXI.) The job abilities of your subclass's level. In the same example, the Wizard would learn up to level 35 Guardian CAs, but no higher, meaning at best they'd have CAs that did miniscule damage (100-400?) It gave no equipment allowances from your subclass. No Wiz/Guardian would be able to wear plate. So in the case of EQ2, adding a subclass would mean: 1. Players would be raising newbies of all kinds of classes, to try new subclasses, this would allow EoF content to be better used, and since subclasses can be levelled to 70, you'd have less alts, and more mains (just with many class options.) This would also let high end raiders put more loot to use. 2. We'd have slightly stronger characters, but any subclass that doesn't use the primary class skills will be weak. For example a Wizard/Guardian isn't going to land hits using a sword with 175 slashing (level 35 skill cap). A Guardian/Wizard isn't going to land a level 25 fireball spell with 175 disruption on a level 70 mob. But a level 70 Wizard/Illusionist may be able to land a low-end mez. 3. Every class would offer a FEW abilities that would be useful to a primary class. For example a wizard might gain a little from a low level defensive stance from a Guardian, as they have no stances, and stances take no concentration. Similarly they're likely to gain a bit more from getting the enchanter conc-free power regen. Classes with few conc may find interesting uses, such as a Swashbuckler/Dirge learning a group DPS song, or a Paladin/Templar buffing himself with a minor stoneskin. 4. We wouldn't have tank-mages of any real power. Even if you let wizards wear level 35 platemail, it'd be pretty pathetic. I would love to see it put into EQ2. Especially if we were allowed to have half of our subclass's achievement trees or something, that would mean 25 points in an EoF tree and KoS tree. That's when it might get overpowered. As for me? Berserker/Mystic would be one of my top choices. Come on, a berserk barbarian tribal chieftain who dabbles in the medicine man's healing? I like it, especially if we had our subclass's achievements at half effectiveness too. Other contenders would be Berserker/Monk, Berserker/Paladin and Berserker/Templar. </blockquote><p>Thank you for explaining it better than I ever could <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>For me I would probably go Inquisitor/Berserker ... I'd love to see my character go along the lines of a "Warrior Priest of Sigmar" from Warhammer. So i think that combo would work very well hehe. </p>
Despak
04-25-2007, 04:53 AM
Yannos@Unrest wrote: <blockquote><p>there is a couple games that use this system already, namely Final Fantasy 11 and Guild Wars. the basic idea behind it is to take a secondary class that "boosts" your primary class in various ways. </p><p>so for example lets take my class inquisitor as an example ....</p><p>if i took Berserker as my secondary class, it would add 1) Mitigation 2) HP 3) some new CA 4) a taunt.</p><p><b><span style="color: #ffffcc">Except you would have to wear leather or cloth. No plate.</span></b></p><p>if i took monk it would add ... 1) HP 2) Avoidance 3) CA's 4) taunt</p><p><b><span style="color: #ffffcc">Except you would have to wear leather or cloth. No plate.</span></b></p><p>if i took a Swashbuckler it would add .. 1) more DPS 2) Duel Wield 3) CA 4) Avoidance</p><p><b><span style="color: #ffffcc">Can wear chain and below, however your Inquisitor would still force the resriction of only using Blunt weapons. Think that kills the swashie abilities.</span></b></p><p>now obviously as a priest the Combat Abilities (CA) would be scaled down. I mean i wouldn't be doing the damage of a swashbuckler, or have the mitigation/ of a Berserker ... but it would add some to my character.</p><p>think this would add more diversity to characters and let them have more customization. </p></blockquote><p>You would have to "enforce" the restrictions placed on each class though, with the primary class taking precidence.</p><p>No plate wearing Guardians with Ice Comet (unless they were wearing cloth). </p>
Ravaan
04-25-2007, 04:59 AM
<cite>tass wrote:</cite><blockquote>lol u dont think its overpowering? Ok lets look at it this way. You could take a wiz and subclass a guard with it and then u got somthing that could not only kite but stand up there and take those while rooting and such. Or a templer subclassed with a pure dps type. On this game it just would never work. The combat system as well as the patheticness of mobs just isnt built for it. Now on places like ffxi its expected for a blackmage to have say a whitemage as a subclass so that they can provide beneficial dps and some healing to there grp plus survive against anything solo. </blockquote><p> It would be very dependant on how the system is implemented. if they allowed you to use all abilities from both classes at 70 level, then yes it would be overpowered. However like Kemt said if they did it like Final Fantasy where the "secondary" class's skills are half power. I don't think a level 70 guardian could kite very well with a level 35 root. </p><p>Or even in my system where you only get a couple bonuses, the devs could control what bonuses are give to each class. </p><p>So if you choose Guardian with the subclass of wizard you wouldn't get a root. 1) Minor Nuke 2) Magic Resists 3) Damage Shield 4) more power</p><p>Trust Me i don't want to see Guardians Ice cometing or Decapping people for huge amounts of damage. </p><p>(not directed at the quoted) Sure there is going to be min/maxers that will find uber specs and others will follow. And even some guild might require you to pick those two classes to join them. But that already happens with AA's (thankfully not in my guild since im spec'd pure battle cleric) ... it happened in EQ1 with AAs. So does that mean we should get rid of AA's too?</p>
Mordion89
04-25-2007, 09:05 AM
<p>Although i don't think this system will ever be implemented in eq2, i'll try to clear up the some of the misconceptions from several of the comments here (i was a hardcore ffxi player before i came to eq2) by giving some examples, it is similar to what kemt has said</p><p>First of all, in ffxi, subclass' spells/skills is capped at half of the main class and the main class will NOT be able to wear the subclass' armor</p><p>So, if this is implemented the same way in eq2, a guardian subbing wizard will be a "lv70 guardian/35wizard", therefore, the guardian will have a subjugation/disruption/ordination/ministration skill of 175(because it is capped at lvl35)</p><p>a 70guard/35wiz will NOT have ice comet/fusion because it is a lvl50/65 spell, and it will be very very hard for the guardian to stick a nuke on mobs that will give xp, you can't possibly expect a 175 disruption skill's ball of fire to stick on lvl74 mob</p><p>yes, a 70guard/35templar will be able to heal, BUT, the power of the heals will be of a lvl35 templar's, it is like a lv35 templar trying to heal from a lv74mob's attack</p><p>a lv70wiz/35guard wont be tanking heroics because he will still have to wear cloth armours</p><p>a lv70wiz/35conjurer wont be the most uber soloer with a lv35 tank pet trying to tank lv70+mob</p><p>a lv70assassin/35illusionist will not be able to chainstun mobs with low lvl, shorter stuns and low subjugation skills on a lv70+mob</p><p>however, there will be some subclasses that are more suitable for certain mainclass, for example :</p><p>a lv70wiz/illusionist, the wiz will have extra mana regen and have low lvl casting skill buff spell/low lvl synergism</p><p>a lv70illusionist/35warden, can heal minor wounds and rez (don't expect it to replace a priest though)</p><p>that being said, i doubt that eq2 will ever implement this system due to massive coding overhaul</p>
Besual
04-25-2007, 10:26 AM
What will happen when you give a wizard / warlock the deagro abilities of an other class? Mixing coercer (charmed mob) with the pet buff /pet healing from conjurer / necro...sounds like lot of fun. What could a monk / bruiser solo HoF solo when he adds a healer class? That are only few combinations out of my head that will be hard to balance. I'm sure people will find more broken combinations.
Savanja
04-25-2007, 11:22 AM
Thanks for the explain..and very interesting. I actually didn't like the way FFXI did things, so I only played a few months. I see this being more work than SOE would like to put into this game. Since it wasn't built in from ground up, EverQuest will become EverClassTweak, and life would never be the same!
Kaleyen
04-25-2007, 11:49 AM
I had heard rumors that this is what the EoF AA's were suppose to do in a sense, of which having played FFXI before the release of EQ2 I was rather excited. This however wasn't the case and I was severely disappointed.
MullenSkywatcher
04-25-2007, 12:45 PM
While I love Kemt to death (er, in a strictly platonic, Berserker sense), I feel the idea of multiclassing is less chocolate and peanut butter and more Syrup of Ipecac...
Kaleyen
04-25-2007, 12:56 PM
Kemt just wishes he was as uber as a Paladin, that's all. So he wants to become a Zerkadin
Mozrin
04-25-2007, 12:57 PM
<p>I am sure there are game mechanic challenges out the wazoo ... but all that aside ...</p><p>Implementing this would reduce revenue from people that 'box' in order to get this now. I cannot see this ever happening. If I could turn my Berserker into a Berserker/Templar ... I would start cancelling accounts. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p> Mozrin</p>
Ravaan
04-25-2007, 04:51 PM
<cite>Besual wrote:</cite><blockquote>What will happen when you give a wizard / warlock the deagro abilities of an other class? Mixing coercer (charmed mob) with the pet buff /pet healing from conjurer / necro...sounds like lot of fun. What could a monk / bruiser solo HoF solo when he adds a healer class? That are only few combinations out of my head that will be hard to balance. I'm sure people will find more broken combinations. </blockquote><p> you think a level 35 heal is going to save a monk/bruiser from some of the mobs in HoF? especially if he has the focus of a level 35 healer, he will get interupted like crazy. </p><p>I think some people are way too doom and gloom on this forum.</p>
Nocifer Deathblade
04-25-2007, 04:52 PM
No thanks on multi-classing. EQ2 already has concept of alternative way to raise the level cap by achievement system itself. AA is better and easier to balance than multi-classing.
kcirrot
04-25-2007, 10:54 PM
Kemt@Venekor wrote: <blockquote>I was a big fan of subclassing in FFXI. One of the BEST class systems I have ever seen. You had to level the subclass from 1, and you could only have one active at any time and it was capped to half of your player level. A subclass gave you: The skill cap of the level of your subclass. A level 70 Wizard/Guardian would have for example a skill cap of 175 parry. (Not very effective against level 70 mobs... this was the same in FFXI.) The job abilities of your subclass's level. In the same example, the Wizard would learn up to level 35 Guardian CAs, but no higher, meaning at best they'd have CAs that did miniscule damage (100-400?) It gave no equipment allowances from your subclass. No Wiz/Guardian would be able to wear plate. So in the case of EQ2, adding a subclass would mean: 1. Players would be raising newbies of all kinds of classes, to try new subclasses, this would allow EoF content to be better used, and since subclasses can be levelled to 70, you'd have less alts, and more mains (just with many class options.) This would also let high end raiders put more loot to use. 2. We'd have slightly stronger characters, but any subclass that doesn't use the primary class skills will be weak. For example a Wizard/Guardian isn't going to land hits using a sword with 175 slashing (level 35 skill cap). A Guardian/Wizard isn't going to land a level 25 fireball spell with 175 disruption on a level 70 mob. But a level 70 Wizard/Illusionist may be able to land a low-end mez. 3. Every class would offer a FEW abilities that would be useful to a primary class. For example a wizard might gain a little from a low level defensive stance from a Guardian, as they have no stances, and stances take no concentration. Similarly they're likely to gain a bit more from getting the enchanter conc-free power regen. Classes with few conc may find interesting uses, such as a Swashbuckler/Dirge learning a group DPS song, or a Paladin/Templar buffing himself with a minor stoneskin. 4. We wouldn't have tank-mages of any real power. Even if you let wizards wear level 35 platemail, it'd be pretty pathetic. I would love to see it put into EQ2. Especially if we were allowed to have half of our subclass's achievement trees or something, that would mean 25 points in an EoF tree and KoS tree. That's when it might get overpowered. As for me? Berserker/Mystic would be one of my top choices. Come on, a berserk barbarian tribal chieftain who dabbles in the medicine man's healing? I like it, especially if we had our subclass's achievements at half effectiveness too. Other contenders would be Berserker/Monk, Berserker/Paladin and Berserker/Templar. </blockquote> I agree with everything you wrote, but honestly, all that would happen is that most people would subclass as a priest or maybe a scout. Sure your cures would suck, but heals are heals. You wouldn't be able to heal for a group, but your ability to take on things solo would shoot through the roof. As for the scouts, you would get access to tracking, invis, pathfinding and evac. Guardian/any priest and the Pallys would be wondering what their purpose in life is. That said, I could make my Fury/Ranger and have dual wield that's useful since druids can use slashing weapons. And the invis/tracking wouldn't hurt my feelings either.
Vlaven
04-25-2007, 11:34 PM
<p>Well there are many combos that would be completly out of wack. </p><p>For example imagine a conjuror that can buf and heal his pet with lvl 35 healer spells. </p>
Dimgl
04-26-2007, 01:40 AM
Haha, I didn't expect my post to get such a response. I just thought I would let other people know what FFXI's system was. It's a fun game, but very much so more a social game than EQ2. Fighting is slow and much more passive, and progression is -very- slow and costly. Regardless, of all that. Of course there would be balance issues with a subclass system. I don't think it would be as bad as some people think though. Right now there are at least 6-10 classes that could solo HoF at high-end, as a comparison for another poster. Content difficulty is always going to be outstripped slowly but surely through gains in skill/gear/abilities, that's just how progression is. A 70 something with a 35 healer sub, let's say a Mystic, would at best be able to drop a self-ward at master 1 for 565 health. That's not a whole lot given that it takes 2 seconds to cast, and the level 70 something could be interrupted. In 2 seconds a strong DPS class can do 1600-2000+ damage, they'd be giving up dps for the hps. It could change things, but not be too crazy, it would just give characters some more variety. It definitely would change balance, but it would also add a lot of nice side-effects. For example: I would be a lot more interested in levelling an alt if I could keep my main's quests and other "perks." For example, my languages: I've done To Speak As A Dragon 4 times now. I -never- want to do it again. Period. My L&Ls: I've done 31 of the 33 or so masteries in the game. Doing them again is kinda boring... My mount: Just a nice little bit. My factions: goes without saying. Even my friend's list. Things like To Speak As a Dragon, Claymore line, and other troublesome and time-consuming "laundry list things a character HAS to do to progress usefully past level x" are the main reason I'll likely never level an alt. <img src="/smilies/c30b4198e0907b23b8246bdd52aa1c3c.gif" border="0" alt="SMILEY" /> That was the real nice part of the FFXI subclass system, that you could "level an alt" while keeping the perks of your main. It made it a complete blast to play any and every class, and since EQ2 has so many content paths, you could feasibly level 1-3 classes on one character before you run out of quests. I'm a very "one character" kind of person, but I took every class in FFXI to at least the teens, and took a half dozen past 30, something I have never done in any other MMO. (Level cap when I played was 75.) I agree, balance would be tough, but hey, I was just saying the FFXI system was fun. <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" />
Go ahead and have your multiclass I wil still out play you and yes I am a Paladin and ya cant touch this #18 highest magical hit on my server and #714 worldwide. And yes I repeat I am a Paladin and I can out play your multiclass.
Besual
04-26-2007, 03:54 AM
<cite>Ravaan wrote:</cite><blockquote>you think a level 35 heal is going to save a monk/bruiser from some of the mobs in HoF? especially if he has the focus of a level 35 healer, he will get interupted like crazy. <p>I think some people are way too doom and gloom on this forum.</p></blockquote> Hm, let me see... the focus of my berserker is somewhere between 200 and 250 right now. And that's without any 2nd class.
Vifarc
04-26-2007, 05:35 AM
Algazeed@Runnyeye wrote: <blockquote>Multi-classing is something that has to be built into the game from the beginning, if they where to add it, giving the ability for guardians to Ice Comet, Fusion or lifetap. Or for assassins to be able to stun mobs for 10 seconds. </blockquote>You're right. EQ2 is already multiclassed: They have given, from the beginning, some abilities to classes from others. More: By AAs now we can tune our characters. And you're right again: More multiclassing is an interesting idea, but another level of it "is something that has to be built from the beginning".
Ravaan
04-26-2007, 11:32 PM
and how much does a level 35 heal for? think that will keep you alive against the mobs in HOF?
bleap
04-26-2007, 11:59 PM
There would be way too many changes in the current game mechanics..I dount seriously id SOE would take up such a task on a game that is nearing 3 years old and has lost so much market share...they are more likey to put greater effort into a new product and let interns develop new content for EQ2....just like they did for EQ1... As far as the level cap goes...they didn't up it last expansion and the next expansion release will be a year...You aren't seriously suggesting that the level cap not be raised for 2 years are you? Talk about a sure fire way to kill off this game...It's already too easy...Level 70 in 11 days played is common...many many players have 4,5 even 6 level 70 toons....SO what you are proposing would mean that all of their toons would remain the same level for yet another year...People would leave faster than they already are.. A lot of you seem to forget that despite that many people think EQ2 is the only game worth playing..the real truth is that at least some people, maybe a lot more than you think DO jump from game to game...And the longer they stay away from one the less likely they are to return....EQ2 has some competition and new games are being released often enough to be a threat to EQ2....The last thing they need to do is NOT raise the level cap.. it would be cool for them to do both...but the level cap needs to be upped....
Legiax
04-27-2007, 04:19 AM
<p>Zerker + Fury in PvP. Even if you could only get the first 30 CA's, it would make PvP interesting to say the least. </p><p>Preusming you could only have the first 30 CA's of your secondary consider some of these:</p><p>Main: Zerker</p><p>Secondary: Fury</p><p>Main: Fury</p><p>Secondary: Defiler</p><p>Main: Swashbuckler</p><p>Secondary: Illusionist</p><p>Main: Ranger</p><p>Secondary: Illusionist</p><p>Game over! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>
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