Forums » Pantheon Classes

quick question bout classes and their skills

    • 578 posts
    July 7, 2015 11:48 AM PDT

    Will classes be limited to using only a handful of abilities? Like the way ESO allows a max of 6 abilities that can be swapped for a maximum of another 6 abiliites. Or will classes be able to use a very high amount of abilities at any given time? Like the way VG allowed multiple hotbars.

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    • 9115 posts
    July 7, 2015 4:10 PM PDT
    NoobieDoo said:

    Will classes be limited to using only a handful of abilities? Like the way ESO allows a max of 6 abilities that can be swapped for a maximum of another 6 abiliites. Or will classes be able to use a very high amount of abilities at any given time? Like the way VG allowed multiple hotbars.

    Classes are something that we are not quite ready to discuss yet NoobieDoo, as more information about Classes will come with the new big update, which will include one class from each archetype (Tank, Healer, Dps (Melee and Caster), CC).


    I will say that you are not limited to 5-6 abilities/spells ala GW2/ESO but that is all the information I can give at this time. :)

    • 578 posts
    July 7, 2015 9:08 PM PDT
    Kilsin said:


    I will say that you are not limited to 5-6 abilities/spells ala GW2/ESO but that is all the information I can give at this time. :)

    I think this is a good enough answer. Like I've said before, I'm a huge supporter of Brad and his merry men. EQ1 and VG have THE BEST combat and gameplay of all the MMOs I've ever played. So I doubt Pantheon will disappoint.

    ps. include the bard at launch. I actually posted somewhere else here 2 good reasons why the bard shouldn't be held off for an xpac. I am going to dig that up because I honestly believe they are really good reasons to launch with. And not just 'really good' because they are my opinion, even though my ideas and opinions are pretty frickin rad!!! ;)

    • 1778 posts
    July 8, 2015 2:32 PM PDT
    So next big update will have information of 4 classes? And I assume follow up updates for showcasing 2 mote sets of 4 classes then?
    • 120 posts
    July 8, 2015 2:47 PM PDT
    I think they're going release the info in an order based on the importance of the class.

    So it would be:

    Wizard

    Cleric

    Monk

    Warrior

    Other melee

    Other buffers

    Utility class

    Bards

    Just a guess tho...
    • 1778 posts
    July 8, 2015 2:54 PM PDT
    Heh... riiiight. Wink wink nudge nudge
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    • 9115 posts
    July 8, 2015 4:05 PM PDT
    Amsai said:
    So next big update will have information of 4 classes? And I assume follow up updates for showcasing 2 mote sets of 4 classes then?

    No, it will have some information on the five (5) that I mentioned above. We are not ready to delve deep into classes yet but with the launch of the big update we will be releasing more information on those classes that I mentioned above, but it won't be a full in depth background on them and everything they do. The classes will get much more love after we get this big update out and have a solid platform to build on.


    We are just showcasing one of each Archetype (Tank, Healer, Melee & Caster DPS, CC) to show you what will be playable in the 1-10 Alpha. I still hope to set up the Class Lead program sometime after that to work on classes properly, but we will have to wait and see if that is the best option for us.

    • 1778 posts
    July 8, 2015 10:40 PM PDT
    Thanks Kilsin. I thought the dps part was just a place holder for a melee or nuker. But you meant one of each. Also any kind of time frame (3 months? Or 6?) On when we will get to know the classes other than the 5 for alphs? Not trying to lock you down just something in general.
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    • 9115 posts
    July 8, 2015 11:01 PM PDT
    Amsai said:
    Thanks Kilsin. I thought the dps part was just a place holder for a melee or nuker. But you meant one of each. Also any kind of time frame (3 months? Or 6?) On when we will get to know the classes other than the 5 for alphs? Not trying to lock you down just something in general.

    You're welcome, Amsai :)



    At this point in time, I do not even have a rough timeframe mate, but once the big update is released, it will be worth the wait and you will all notice things pick up more ;)

  • July 9, 2015 9:03 AM PDT
    Kilsin said:



    At this point in time, I do not even have a rough timeframe mate, but once the big update is released, it will be worth the wait and you will all notice things pick up more ;)

     

    Ba da bing ba da boom :)

    • 24 posts
    October 15, 2015 5:12 PM PDT

    So am I right in assuming that there is nothing confirmed if there will or will not be a sub-class system? I only ask because the nomenclature used for certain classes is unfitting if you would not have a sub class system.

     

    In addition to my prior concerns the Cleric description and Crusader description have thrown me off completely. Crusaders are suppose to be former Clerics however, traditionally a Cleric can be either good or evil, similarly to a crusader. That said if a crusader is capable of being morally ambiguous (non-paladin) then why bother with the "Dire Lord" class (please, please change this from Dire Lord back to Dread Lord or Shadow Knight. I appreciate the striving to be original, but it just doesn't click.)? 

     

    I hope what I just wrote makes sense. Let's discuss this further!!

     

    Thanks,

    Joe 

    Throatseeker

     

    • 22 posts
    October 17, 2015 8:03 AM PDT

    Throatseeker said:

    So am I right in assuming that there is nothing confirmed if there will or will not be a sub-class system? I only ask because the nomenclature used for certain classes is unfitting if you would not have a sub class system.

     

    In addition to my prior concerns the Cleric description and Crusader description have thrown me off completely. Crusaders are suppose to be former Clerics however, traditionally a Cleric can be either good or evil, similarly to a crusader. That said if a crusader is capable of being morally ambiguous (non-paladin) then why bother with the "Dire Lord" class (please, please change this from Dire Lord back to Dread Lord or Shadow Knight. I appreciate the striving to be original, but it just doesn't click.)? 

     

    I hope what I just wrote makes sense. Let's discuss this further!!

     

    Thanks,

    Joe 

    Throatseeker

     

    I would be blown away if it ended up being a multi class system in the game. I personally loved that aspect of FFXI. Being able to level multiple classes and swap your sub for different situations was a fun way of trying different things and being solo better or group better dependant on the situation. The only thing that I thought was weird about it was being able to play oppositely aligned classes on the same character. Has there ever been a mention of a multi class system anywhere though?

    • 1778 posts
    October 17, 2015 8:30 AM PDT
    Ive brought it up several times going back to the kickstarter. However they seem pretty set on using alts. I think some of it is just EQ player preference and some of it is the "immersion" argument. Because some how having multiple classes on the same character breaks immersion. But that never made sense to me. I could say its unrealistic that people cant do multiple jobs. Anyways, it could happen but I have abandoned that fight. Too many people like alts. Im still hoping for account bound achievements though. Nothing worse than having to redo flags and access on multiple characters.
    • 2130 posts
    October 17, 2015 8:53 AM PDT

    Amsai said: Ive brought it up several times going back to the kickstarter. However they seem pretty set on using alts. I think some of it is just EQ player preference and some of it is the "immersion" argument. Because some how having multiple classes on the same character breaks immersion. But that never made sense to me. I could say its unrealistic that people cant do multiple jobs. Anyways, it could happen but I have abandoned that fight. Too many people like alts. Im still hoping for account bound achievements though. Nothing worse than having to redo flags and access on multiple characters.

     

    I don't think it breaks immersion as much as it's simply a worthless mechanic to have. It can also compromise the interdependence the game is based around. Consider how hybrids almost always seem OP in every game - subclassing just turns everyone into what is essentially a hybrid. I don't really want to see Rogues casting healing spells, I'd rather see classes with a variety of tools and mechanics that make them individually compelling.

    • 1778 posts
    October 17, 2015 9:12 AM PDT
    I guess you never played XI then? Cause the way they had multiple classes on the same char worked very well. It was almost just like swaping alts only you were still you. XI had ridiculous amounts of inyerdependence which is what I want and why I supported this project. Though maybe most of your reply was in response to XIs subclasses and not the multiple classes on same char part? With your points directed at hybridization it sounds that could be the case. And even though id still disagree I can see your point and that is debateable. But whichever you were addressing, that part about it being a worthless mechanic........ ouch. A bit harsh, think you could dial it back a bit and not pick apart some of my fondest gaming memories? Anyways like I said ive abondoned the fight for multiple classes on the same char. I probably wouldnt have replied if not for the worthless mechanic comment. Agree to disagree and be happy Alts won.
    • 24 posts
    October 17, 2015 9:26 AM PDT

    I understand the arguments on both sides however, the need for roll identification and immersion must be present when building a game based on an interdependant social structure. I think a multi-class system could work if it constructed tastefully AND satisfied the lore/story of the game.

    The largest problem I believe we will run into is trying to remain within the confines of the lore. We must consider if a multi-class per character ACTUALLY makes sense in this game? For instance, in Skyrim it makes complete sense for the player to have the ability to branch out into multiple roles. Why? Because there is only ONE true hero (among other symantical details) in that world and the majority of the story relies on your actions and capabilities. 

    If I had the time I could really dig deep but the bottom line for me is if it can be done in a common sense manner that fits the lore and isn't an absolute free-for-all then I don't see a problem with having a multi-class system or even sub-classes for that matter. 

    There is nothing more frustrating when the waters get unnecessarily muddied. 

    Please by all means continue to discuss and state your case because I enjoy reading it all! 

    Thanks,

    Joe 

    Throatseeker


    This post was edited by Throatseeker at October 17, 2015 9:26 AM PDT
    • 338 posts
    October 18, 2015 9:23 AM PDT

    Every class needs a unique hook that only that class fulfills... In addition each class needs a defining mechanic that seperates it from all the other classes.

     

    These rolls are not just archetypical but also need real flavour on a class level.

     

    Vanguard had some great character mechanics in this regard.

     

    One example would be the Dread Knight and how he was the best at holding agro on multiple mobs at once and how Warriors had more single target agro holding.

     

    There was a lot of great class design in Vanguard... if you never tried a Bloodmage or a Disciple you really missed out.

     

    I'm sure the dev's will make ways to specialize your character but I don't want to see too many "jack of all trades" classes running around.

     

     

    Kiz~

    • 22 posts
    October 18, 2015 5:02 PM PDT

    The biggest upside to leveling any class you wanted on the same character was that you never had to explain on an alt who you were. Your rep good or bad was always there regardless of what you were playing. Black Mages in ffxi were basically wizards, dps spell casters. If a rdm subbed blm, it didn't allow them to suddenly become the best nukers, it worked to make the rdm stronger at its main role. You have to keep in mind that the max level was 75 and max level for sub job was 37. Warrior subbed white mage wasn't suddenly an unstoppable soloing machine either. For example, a 50 warrior subbed white mage would have access to level 25 spells. It may be a useful situational sub job to be able to solo farm or camp NMs with less downtime but it wasn't useful in a group setting. A lot of keying for gated content in ffxi was extremely time consuming, and believe it or not probably more time consuming than EQ, so it was nice to be able to access zones for leveling an alt job that you couldn't the first time around. Leveling took long enough that it wasn't very common to find people with more than 3 jobs leveled to max.

    I would love to see players able to level up multiple classes on the same character, albeit with a slight change from ffxi. I never thought it made sense you could level paladin, dark knight, white mage, black mage, etc on the same character. Player character alignment should matter.

    • 338 posts
    October 19, 2015 6:18 AM PDT

    Down with Hybrids and Up with Specialists.

     

    In your example with the 50 War subbed 25 into white mage... I'd rather just have Paladin be its own class and have its own flavour without relying on level 25 cleric spells to get by.

     

     

    Kiz~

    • 1778 posts
    October 19, 2015 10:10 AM PDT
    I dont see the big deal with hybrids. Besides you just acknowledged one, Paladin. Its clearly a hybrid clas. Now a pure meat tank isnt. Its about ballance and not making them all in one classes.

    And I hear what your saying abouy class uniqueness and ballancing around a hook. Its like you have read a few of my early posts.

    I dont feel too strong one way or another about sub classes vs specialization. Its about ballance. As long as thats maintained it will be alright. As long as there is interdependence it wont matter. However, many oldschool MMOs had/have hybrid classes.

    I am curious how you feel about multiple classes on the same character. You didnt reply to that Kiz. Keep in mind if not familiar with XI, this is not being able to be everything at the same time. Its like switching alts only you go back to town and "equip" another class as well as gear to go with it. And no just because you have one capped class diesnt mean anything else you equip is insta leveled. You have to level and gear those up just like you would an alt. The difference is you are still you. Same Name. Same rep. Same acheivements. Same flags. Same access to gated content. Thoughts? I ask because I agree with most of your posts I read.
    • 75 posts
    December 9, 2015 3:36 AM PST

    While i enjoyed FFXIV and the ability to lvl everything on one char i found it all bit gimmicky except for how they handled the gathering/crafting - this i thought was great fun.

    Regarding 'combat class' i like the idea of a sub "role" system that allows as an eg you to utilise your warrior as tank or dps.....but definitely not both and not interchangable.  It would be a decision to make and the pursue.  A ranger could be utility based around traps/mobility impairment/buffs/distraction (to assist tank swapping or tank death moments and kiting)/wildnerness lore through curative aid (out of combat) or it could be dps ranged focus with/or without pet with melee back up but less utility...

    Racial lockouts of certain classes would of course still apply but you could have more variety

    • 14 posts
    December 14, 2015 2:57 PM PST

    Kilsin said:

    NoobieDoo said:

    Will classes be limited to using only a handful of abilities? Like the way ESO allows a max of 6 abilities that can be swapped for a maximum of another 6 abiliites. Or will classes be able to use a very high amount of abilities at any given time? Like the way VG allowed multiple hotbars.

    Classes are something that we are not quite ready to discuss yet NoobieDoo, as more information about Classes will come with the new big update, which will include one class from each archetype (Tank, Healer, Dps (Melee and Caster), CC).


    I will say that you are not limited to 5-6 abilities/spells ala GW2/ESO but that is all the information I can give at this time. :)

    How exactly does that work with the Living Codex (https://www.pantheonmmo.com/game/living_codex/)?  It says you can memorize 10 abilities, are there basic abilities not tied to this you can use anytime?  Or was are we actually just limited to a few more than the 5-6 example?

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    • 9115 posts
    December 14, 2015 6:40 PM PST

    Eldryth said:

    Kilsin said:

    NoobieDoo said:

    Will classes be limited to using only a handful of abilities? Like the way ESO allows a max of 6 abilities that can be swapped for a maximum of another 6 abiliites. Or will classes be able to use a very high amount of abilities at any given time? Like the way VG allowed multiple hotbars.

    Classes are something that we are not quite ready to discuss yet NoobieDoo, as more information about Classes will come with the new big update, which will include one class from each archetype (Tank, Healer, Dps (Melee and Caster), CC).


    I will say that you are not limited to 5-6 abilities/spells ala GW2/ESO but that is all the information I can give at this time. :)

    How exactly does that work with the Living Codex (https://www.pantheonmmo.com/game/living_codex/)?  It says you can memorize 10 abilities, are there basic abilities not tied to this you can use anytime?  Or was are we actually just limited to a few more than the 5-6 example?

    I was just pointing out that it is different to GW2/ESO and we will have more information on it later but for now, we don't want to go into details on the mechanics and finer points as information on this will be released in time.

    • 75 posts
    December 15, 2015 1:51 AM PST

    Kilsin said:

    I was just pointing out that it is different to GW2/ESO and we will have more information on it later but for now, we don't want to go into details on the mechanics and finer points as information on this will be released in time.

    It's always time with you Kilsin! ya big tease :) i am learning your ways....