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QCF Design Community • View topic - Monster Classes!
Page 1 of 6

Monster Classes!

PostPosted: Wed Feb 29, 2012 10:25 pm
by The Avatar
I love monster classes! They encourage new strategies and ways of looking at the game, and the list of them could be seriously expanded. Whether added by another update, DLC, or the special edition building, we need more of them. Here's a few suggestions:

Wraith
Draining Touch: Your attack mana burns monsters (They do physical damage, and it wears off like poison)
Etherial Body: You start with 25% physical resistance
Drained Body: You have no mana regeneration, +2 max mana
40 CP for 1% physical resistance

Golem
Rock Body: You have 50% magic res and 1 DR per level
Rock Fist: You always have the might effect (+30% damage, 3% resist erosion)
Rock Brain: You have -5 max mana
80 CP for 3 DR (Assuming Vamp will change to Lifesteal)

Animated Armor
Iron Armor: You have a refreshing death protection upon leveling
Iron Blade: You have +1 base per level and +20% attack boost
Insubstantial: -3 hp per level
100 CP to a death protection

Feel free to post your thoughts and ideas!

Re: Monster Classes!

PostPosted: Wed Feb 29, 2012 10:42 pm
by Gorgon
Here's my idea:

Naga
-Weakener: Starts with weakening blow
-Reptile skin: 20% resistances, but -30% damage bonus
-Slow: Halved HP regen
**60 CP --> 5% de-stacking resists (gets lower each time you convert)

EDIT: And conversion caps at 1%.

Re: Monster Classes!

PostPosted: Wed Feb 29, 2012 10:45 pm
by The Avatar
Cap 1% I assume? I wouldn't want to lose resists for converting!

Re: Monster Classes!

PostPosted: Wed Feb 29, 2012 10:48 pm
by Gorgon

Re: Monster Classes!

PostPosted: Wed Feb 29, 2012 10:50 pm
by The Avatar
1 possible problem with weakening is it stinks at high levels, while dominating at lower levels...

Re: Monster Classes!

PostPosted: Wed Feb 29, 2012 11:07 pm
by gjaustin

Re: Monster Classes!

PostPosted: Wed Feb 29, 2012 11:10 pm
by The Avatar
2% * level%! Wouldn't that kill anything in 5 shots by reducing its max hp to 0%? Cap the lowered max to 50% of their normal max and it's fairer. Although golem is a different idea mostly.

Re: Monster Classes!

PostPosted: Wed Feb 29, 2012 11:16 pm
by gjaustin

Re: Monster Classes!

PostPosted: Wed Feb 29, 2012 11:21 pm
by Murdus
My 0.02$.

Fledgling Demon (Think Demonic Library)

Fallen: -35% maximum resistances, Halpmeh is guaranteed to not spawn.
Sins of the Flesh: +3 max HP per level, slower health regeneration (0.5)
Unholy Frenzy: Each time you attack, you reduce the resistances of what you attack by 5% temporarily (Can go into negative, think Piercing Wand), and add a stack of Burning. This resets when you attack a different target.

Conversion: Increases the benefits of Unholy Frenzy somehow.

I'm not a good designer, but it would be nice to have a monster class that benefits from STAYING in combat, but not be blatantly overpowered at regen-fighting.

Re: Monster Classes!

PostPosted: Wed Feb 29, 2012 11:29 pm
by Hammerfan
Hey Avatar, Ive been thinking about the third ability you gave the wraith.
While I like the strategic element of not having mana regen, I think the wraith should also start with a bit extra max mana to make sure glyphs are still all around usefull. 2 extra mana sounds about right.