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QCF Design Community • View topic - Class/Race concepts


Class/Race concepts

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Re: Class/Glyph concepts

Postby dislekcia on Wed Oct 15, 2014 9:03 pm

We're actually messing around with a reincarnation-like ability for a monster class. But that's not the weird part of what I was talking about earlier ;)

Two adventurers sounds really complicated.
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Re: Class/Glyph concepts

Postby MTaur on Wed Oct 15, 2014 11:14 pm

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Re: Class/Glyph concepts

Postby flap on Thu Oct 16, 2014 6:08 am

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Re: Class/Glyph concepts

Postby Kami on Thu Oct 16, 2014 11:14 am

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Re: Class/Glyph concepts

Postby Astral on Thu Oct 16, 2014 5:00 pm

For a class it's broken to have 2 adventurers and it wouldn't fit in due to it's complexity.

If it was made, it had to be an entirely new game mode, but everything from item management to god mechanics and monster stats had to be reworked and rebalanced. The balancing could easily take longer than the balancing of the main game, considering that now we not only have to rethink every previous race-class-glyphs,items,gods... combo, but now we need to examine the relation of a pair of such systems working together.

Or it would create not a new game mode, but a new game altogether.
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Re: Class/Glyph concepts

Postby flap on Thu Oct 16, 2014 8:39 pm

He, broken. But at least it has you thinking !
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Re: Class/Glyph concepts

Postby secondserpentarius on Thu Dec 04, 2014 9:15 pm

What if there was a class that could get critical hits? Or would that be too similar to the rogue?
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Re: Class/Glyph concepts

Postby Darvin on Thu Dec 04, 2014 9:50 pm

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Re: Class/Glyph concepts

Postby Kami on Fri Dec 05, 2014 4:50 pm

Well how about some more class concepts.

Demigod

Unlimited power:All glyphs are small, all 13 glyphs spawn in a dungeon run.
God proudness: Can't pick up items and potions, not able to convert them.
God magic:Starts with 20 mana but 1hp

Conversion boon:Gains for every 100Cp 10 piety.
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Re: Class/Glyph concepts

Postby Astral on Fri Dec 05, 2014 8:01 pm

Sounds broken in many regards. I can't go into detail, since quite a lot of it is ambiguous, like God proudness. What happens with Taurog's gear? Can you use/convert your prepped items? Etc.

I dislike the combination of having all glyphs and not being able to touch items. It would make all runs too similar, while closing any strategical opportunities items provide. Variety and flexibility are very important in this game.

Though I'm interested in what can you come up with to make God magic work.

I'm unsure about the CP bonus. Halflings and gnomes can already do this (less efficiently and under fewer gods), but they can use their poitons for so many other things.
Also it's usefulness depends on the 3 traits, before those are finalized, it's hard to judge. Right now, it's broken with the effortless 1300 CP from glyphs (or even more with the less glyphs prep) and starting 20 max mana.
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