Charackter Class Distincion
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I have mentioned this before and been flamed for it (some weeks before master expansion).
It does make too few of a difference what class you pick. Many builds are basically the very same with 2-3 different charackters. Therefore I suggest to introduce little class distinctive charackter development next to the ordinary passive tree that is free for all. There are 3 options: a) putting some good stuff on the very first nodes a charackter has access to so that others will have a hard time reaching it. b) introducint a seperate little charackter tree for each charackter, that is only for him. This can as well overlap with other charackters still c) making some nodes only available to certain charackters. I don't like a) at all. It would feel stupid if you wanna reach smth at another players starting point and have to invest alot of passives for that. C is against the general approach of PoE. b) is left. Example for b) Each charackter gets 1 charackter specific passive point to allocate on levels 60, 70, 80, 90 and 100. Then you give each charackter 3 options how to allocate each of these 5 points. Charackters next to each other (e.g. marauder + duelist) can have some stuff overlapping. A shadow should not get the same stuff as a marauder tho. This way the choice of charackter would make be more significant and extra incentives for leveling charackters high (to 90 or 100) would be generated. Last edited by LSN#3878 on Sep 10, 2014, 6:22:12 AM
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That would suck because then its all "i have to make this build with this class because only this class has any access at all to these nodes".
Every class is already very diverse by default because of the location of the starting position on the tree and which base stat the class has the easiest access to. Its hard to make a dex based witch or a str based ranger or a dex based marauder and such. Freedom of choice is key, thats why we have build diversity, your suggestion would reduce it. |
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" You have no idea what you are talking about. For reference look this build: http://www.pathofexile.com/forum/view-thread/846000/page/1 Fyndel offers 3 starting locations for the very same build. The same is true for most/all other builds. My arguments can't be falsified with you showing an example of 2 classes that can't do the very same build. Every build has at least 2-3 viable starting locations. The more easy example would be a cyclone duelist/marauder. There is absolutely no difference in starting at marauder or duelist zone other than the 3-4 initial nodes (6% life or 4%life +6% armour). Some distinctive things would be nice tho. It doesnt even have to be a system as I have proposed. Just something. Instead of coming to suggestion forums daily and post stupid stuff, I would like to see you giving a reasonable suggestion. But thats what you are not capable of. Last edited by LSN#3878 on Sep 10, 2014, 6:51:37 AM
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Totally agreed. For me there is also something missing to really justify the exclusivity of each class. I also like your second suggestion the most. Another idea would be mayabe class specific passives like in Diablo 3? Of course nothing that makes or breaks a build, but at least there would be a little more to think about before creating a character than just the starting point in the passive tree.
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ye I mean this is high level complaining. The game is great in this regard but it could get a bit better.
Last edited by LSN#3878 on Sep 10, 2014, 8:03:16 AM
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I believe that the OP is right, however, making infographies via smartphone is really a pain, and I'll need one for explaining my idea about this.
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" Every game's forums are filled with complaints, but I believe that I have never seen any "Barbarian doesn't have good wand spells" thread. That would not suck, that's common sense and every single game has done it like that. Right now we have just 1 class with 7 skins. If GGG wants to keep their revolutionary concept of "7 classes - 1 tree", they have to either increase the distance between starting points, redistribute some nodes, or offer additional stuff that increases class distinction. |
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i small class distincion would be nice, i would aim more to the atributes say:
marauder gains phys damage and hp with str duelist gains phys damage and hp regen with str templar gains phys damage and 1 to all max ress with str and so on with scion, shadow, ranger and witch -- same with dex marauder gains acuracy and attack speed with dex duelist gains acuracy and critical strike multiplier with dex templar gains acuracy and armor with dex and so on with scion, shadow, ranger and witch -- same with int marauder gains mana cost reduction with int duelist gains increased effects of buff with int templar gains mana and mana regen with int and so on with scion, shadow, ranger and witch note: not all special bonus will require the same amount of stats, for instance marauder special strength bonus would be 5 hp every 10 str while templar special bonus could be 1 to max ress every 120-150 str. self found league fan
http://www.pathofexile.com/forum/view-thread/324242/page/1 |
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I'd rather like the classes to each have access to a few class specific non-combat powers. Little powers that couldn't get into gems, nothing major, like the class skills from Diablo I.
For example : Ranger could take "Track", which would allow it, for 20% of its max mana, to locate the nearest monster. Marauder could take "Break", which would allow it to destroy some of the environment. Templar could take "Pray", which would greatly increase light radius for a short time. I really don't like the idea of having passives available only to certain classes. It's not a big issue that multiple classes can get to the same build. It is one that some builds can't be done because the right class doesn't have access to the right nodes. PS : it is one of PoE's selling points that any class can get any node and use any gem, even if it's not optimal. |
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" It looks cool (^_^) " I agree, that's one of the coolest features from PoE. The problem is that I believe that those non-optimal nodes should be harder to get. |
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