Charackter Class Distincion

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LSN wrote:
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.


This goes against what GGG wants to do.

GGG was very specific that they wanted every character to be able to mix and match anything within the game, be it passive skill points or gems.

A good compromise would be introducing a talent tree system that we see in MMOs, which provide slight changes. This way classes are unique in their own way while still having the unlimited access that GGG wants.
Loot could also distinguish classes, if GGG has the balls to experiment with biasing loot based on class and/or passive attribute balances (STR/INT/DEX ratios, if you will).

Now, I am not saying "Witches should only find pure intelligence base items, period". What I am saying is "Witches should have a subtle, but noticeable, % chance advantage at finding pure intelligence base items over the other classes". Imo, the best way to do this would be to gently tie base item world drops to characters' balance of STR/INT/DEX. Naturally, when a Witch is young, she has a greater balance of INT to STR and DEX. Usually, over time, INT will still be her dominant attribute. However, if a player decides to invest heavily in STR and/or DEX on a Witch, then loot could be able to effectively adapt to that players choices to try to provide more appropriate loot.

I suppose that what I am suggesting would not really differentiate classes any more than they are differentiated now, but it would make class choice and attribute investments a bit more meaningful because they would be influencing the loot you get.

Also, as a semi on-topic question: Why the f*ck does the Witch not have a significant Mana Regen node in her start area? If any class is distinguished by casting and Mana usage, it is the Witch? Where da f*ck is the Regen?
TY to those who called me out on my BS on these forums. There is no benefit to being so selfish as to fail to acknowledge others' differing beliefs of what "should be" or believe your own opinions so supreme as to be factual and thus dismiss others' opinions as being somehow a lie or delusional.
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Perfect_Black wrote:
Loot could also distinguish classes, if GGG has the balls to experiment with biasing loot based on class and/or passive attribute balances (STR/INT/DEX ratios, if you will).

Now, I am not saying "Witches should only find pure intelligence base items, period". What I am saying is "Witches should have a subtle, but noticeable, % chance advantage at finding pure intelligence base items over the other classes". Imo, the best way to do this would be to gently tie base item world drops to characters' balance of STR/INT/DEX. Naturally, when a Witch is young, she has a greater balance of INT to STR and DEX. Usually, over time, INT will still be her dominant attribute. However, if a player decides to invest heavily in STR and/or DEX on a Witch, then loot could be able to effectively adapt to that players choices to try to provide more appropriate loot.

I suppose that what I am suggesting would not really differentiate classes any more than they are differentiated now, but it would make class choice and attribute investments a bit more meaningful because they would be influencing the loot you get.

Also, as a semi on-topic question: Why the f*ck does the Witch not have a significant Mana Regen node in her start area? If any class is distinguished by casting and Mana usage, it is the Witch? Where da f*ck is the Regen?


Her first node is a 40% mana regeneration. I'm not sure how that isn't mana regeneration, and it's the most powerful version of those nodes.
Let me explain the class distinction in this game.
There are those with pants and those without.
That is all.

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