Forums » General Pantheon Discussion

Are unique abilities enough to make classes feel different?

    • 18 posts
    March 21, 2016 4:22 AM PDT

    I do understand and expect classes to have unique abilities and skills in pantheon but is there going to be unique combat mechanics to make for example cleric as a solo healer in group to feel different from playing a druid in the same role?  Or rogue meleeing and ranger meleeing?  What I have in mind is to add that extra flavour to the class that follows you from the firts lvl up to the end. Something simple and miningfull that might be even upgraded with previously mentioned specialisations.  As an example:

    - 5% of cleric's healing done goes into pool that can be released into instant heal or a nuke if casted on enemy. Now the max capacity of the pool could be upgraded with class advancement quests.

    - every druids crit gives you a charge, upon reachung 3 charges can be released into short term buff or debuff if casted on enemy..

    Perhaps mechanics is not the right term but I would love to see that extra flavour to the class differences.

    Having played ranger, berserker and a rougue up to House of Thule in Eq, melee combat felt very similar to say the least. 

    How different the classes for the same role should be inyour opinion? Would love to hear that! 

     

     

    • 1468 posts
    March 21, 2016 4:37 AM PDT

    I like the idea but I'm not sure I have any good ideas on the subject. As a ranger if you are fighting in wood land or some other open space you might expect them to get some sort of melee or ranged attack bonus as they are in their natural environment and can make use of the world around them to increase their attack rating. Something similar could be said for Druids as well. They could take power from the nature around them and use that to improve their heals or their damage spells. Something along those lines. I'm sure something else could be worked out for other classes that fits within their lore. Maybe when fighting certain types of mobs they get a bonus or when they are teamed up with certain other classes that they can work particularly well with. I do like the idea of racial bonuses as well. So Elves might get a woodland bonus in the same way as Rangers and Druids do but Skar might get a bonus when playing in really dangerous dark and evil dungeons.

    Just some ideas I thought I'd throw out there.

    • 176 posts
    March 21, 2016 9:49 AM PDT

    Lodizal said:

    I do understand and expect classes to have unique abilities and skills in pantheon but is there going to be unique combat mechanics to make for example cleric as a solo healer in group to feel different from playing a druid in the same role?  

    To comment on the healer portion I believe you will find healing with a cleric much different than healing with a shaman or druid. Each has a different style to how they heal. Traditionally the Clerics replace large amounts of HP with direct heals and have big group heals. They get AC and HP buffs. Druids are about HP regen and heal of time type spells. They get speed thorns (reactive dmg) and HP regen/minor mana regen buffs. Shamans are about wards and slow, basically avoiding damage vs. replacing HP outright. They get stat, haste and attack buffs. Each can be considered a healer but they all work differently based on spell selection without having a gimickie mechanic the way WOW does for each class. In the past melee has not been as diverse in my opinion but lets see what they can do with it in Pantheon.

    So to answer your question are unique abilities enough to make each class feel different? I would answer if it is set up right with the mindset of class roles and responsibilities it can be done.

    • 1020 posts
    December 24, 2017 10:31 AM PST

    Well, what I'm hoping to see is Uniqueness, which I think they will do, but keep that uniqueness to those classes.  

    First expansion pack and "Oh look, my class now has what used to only be on your class."

    Or even worse, is that they start introducing items that give the same abilities that make those usefull skills on an ohterwise useless class value.

    • 160 posts
    December 24, 2017 1:13 PM PST

    I believe this is partially captured with the different types of colored mana. As far as the healing goes anyways. I'm sure those same woodland area's will have similar positive effects on ranger's abilities/spells.

     

    I like the ideas.

    • 1095 posts
    December 24, 2017 4:50 PM PST

    Nuggie said:

    I believe this is partially captured with the different types of colored mana. As far as the healing goes anyways. I'm sure those same woodland area's will have similar positive effects on ranger's abilities/spells.

     

    I like the ideas.

    Yeah thats a good point, different mana different playstyles.