With all the feedback threads regard post balance changes figured I'd lighten up the mood with a new(old) topic, classes we'd like to see added to the game! The big issue I see with BM making new classes is the amount of item hunting and expansion of the current item pool every new class implies, which would lessen chances of finding specific stuff. Luckily, not my problem to think about, leave that one to the designers However despite my earlier proclamation to the contrary, I have just now thought about such a problem, and see a possible solution to simply issue class restrictions; where you could still use stuff already existing ingame for brand new classes. Some quick examples below with very rough sketches of concept, only the ninja is sort of fleshed out a bit. In terms of HP description I consider in relation to what we have now : Warrior : High HP ; Priest : Medium HP ; Wizard : Low HP SpellSword : HP : Medium-High As described, a flexible option to those who want some magic with their melee. Class restrictions : Cannot equip weapons with melee atks over 9 dmg ; limited schools of magic allowed (say if you picked mental and fire you could only equip telekinesis stuff and fireballs etc.) Could give them some slots for arcane items or just make up new ones. Haven't really given much thought to how this would work, other than there would need to be a way to keep some things wizard only and some things warrior only for balance purposes. Trickster : HP : Medium Trickster I would envision having the unique ability to equip any class item, as long as the weapons group and the items group weren't from from the same class. (Don't know how warrior armor would fit into this yet, as they only class without focus items) Say give them 2 weapon slots and 3 item slots and no class skill, since they'd be encompassing all. Probably would still be OP as potentially a munchkin's paradise, still they'd be limited by lack of space and middling hp, though potentially much more efficient with a smaller deck size. Maybe too much, just trying to think of a way to keep within current item parameters. And finally, inspired by some of the stuff I saw in feedback thread regarding smoke bombs for other classes than wizards, we come to the Ninja : HP : Medium-Low A master of stealth who strikes from the shadows.. yeah yeah we all know what ninjas are. I picture this guy as similar to how envision a rogue, relatively fragile but able to dish out the hurt. Class Restrictions : Cannot equip crushing attacks Unique skills : Straw Duplicate : Create a duplicate figure of yourself and place within 2 squares of caster ; 50% chance to randomly exchange places with the duplicate ; if duplicate is affected by any enemy action, it disappears. Ninja Smoke Bomb : burst 1 range 3 dur 1; when in ninja smoke terrain, your characters gain evasion (all enemy melee atks have 50% chance to miss) ; blocks LOS ; if allies are not class type : ninja, then their atks have 50% to miss Hard to See (block) : on roll 3 block any ; if successful, create a ninja smoke bomb centered on caster. Toxic Blowdart : dmg 1 poison 3 range 5 dur 2 Marked for Death (attachment) range 8 dur 2 : Any dmg done to target by caster gains double dmg if attacked from behind facing Shadow Walk (self-attachment) dur 1 : Become invisible ; while invisible you cannot perform any other action than movement and shall become visible again if occupying a victory point. Distracting Pebble : range 4 : cantrip ; (essentially this does nothing, think of it as a warcry but without the block removal; only purpose is to make the targets facing change toward you, can't really think of a good descriptor because thats how ranged actions without stealthy behave anyway) Class skills : Silent Knife (trait) dur.2 : add stealthy to all melee atks Acrobatic Flip Swift Movement (trait) dur. 3 : add free move to all movement cards, does not affect step moves Feedback? Comments ? NEW CLASS IDEAS ?! Post em up ! What would you want to see BM make next or do you think they should stay at 3 forever ?
Personally I don't know how they would pull it off but I would love to see a summoner/necromancer of some sort. The only thing I'm sure of there is that their summons shouldn't count towards victory square points. It would definitely be the most interesting class I think they could possibly add. As well as the most difficult to implement in a way that was fun to play but not totally broken. It would probably work out a lot more like the necromancer from Graveyard Gamble but there would need to be some rule that if you have no creatures at the start of a round you draw a summon card. Which would either need to come in plentiful and weak or singular and fairly formidable. I was originally going to say an Archer and I still sorta think they should add them into the game since a lot of the cards exist already. But effectively it would just be another mage with projectile themed cards instead of magic. Initially my thought was just to add Bows and Crossbows to the game ... but then there would never be a reason to play a mage over a warrior :/
Unless a new class idea is very different from a currently existing class, it's unlikely we'll add that class as a separate class–more likely we would add a skill set and some supporting gear to make it a strategy for an existing class (the way vampires are a strategy for priests). Don't stop dreaming, though!
You know, with the upcoming changes to step attacks, warriors could really use some more ranged attacks. Even if it's semi-bad like Entangling Net or Short Missile on weapons.
Playtesting will tell if warriors need more range—but the design goal is to have wizards be ranged and warriors be melee, so I think we'd rather make sure those options are viable rather than give warriors bows.
It's also kind of wrong that dwarf wizards are (almost) strictly better than elf wizards by such a large margin. That's both a flavor issue and a balance issue
A thought a bit along the lines of a necro but maybe more than just skels, because all classes need to have flavors/directions/builds so... Summoner: HP Med-Low Bit of a blend, can buff own minion(s) (be it Golem, Pet, Skels etc) with such an eye on re-use, but some new fun underlines 1 Cleric Weapon [possible restricts] 1 Mage Weapon [possible restricts] Robe Shield Helm Boots 2 x Totem [Summoner specific like arcane/divine item] Racial Summoner Skill [line arcane/divine skill, flavors of Minion Boost] 3 core summon disciplines: * Pet - average str/skill/spd with quality support (halt/confound enemy, specials) one might say more of a Ranger/Merc/Trapper style perhaps * Golem - particular strong/hps/possible armor but limited mobility, little support priests of yore, where the priest doesn't have the thwack the golem does [* Elemental - weaker spell slinger ala CH style, weaker but more range, DoT, move styles mages normal go to, but maybe if multi can be worked out, the below instead] * Mob (skells/imps/?) - numeric (2-3, recast) but weak, have some basic contributes more traditional necro or say warlock/demonic type caster pet(s) On char death all such summons go bye-bye Seemed to go with the thread theme there, cheers
A quick trail of thoughts i want to lay down here for a rogue/ninja card m1chiel says: I liked a new attack, sprint of the ninja. Its free move 8 and hit everything you pass with 6. Robauke says: anything else? Maybe 'Stun'? Robauke says: and sets them on fire? poison? Robauke says: that would be actually kinda cool Robauke says: a drive-by poisoning m1chiel says: that would be cool Robauke says: gotta suggest that for the rogue class that never will be Robauke says: Sprint of the poisoner Robauke says: and you can freely arrange the path you take Robauke says: like you would with a 5-sqare lava wall So working title, "poison spree" - Free move (4-5), the rogue can influence the path taken more then a straight run would allow, everyone passed gets a poison attachement of whatever duration and amount. That much free move is pretty powerful, so maybe a discard or a 'halt' for the rogue.
Ok. I'd like to see a new Geomancer-esque Arcane Skill for wizards. It comes with a new trait (or Hover) and it includes one copy of Blooming Ground. I'd also like to see new martial traits, like: Defender: Each time an enemy card targets an adjacent ally, switch places with that ally and it targets you instead. Duration 3. Lancer: Each time you hit a character with a "Stab" you Move Back 1. Duration 3. Berserker: Each time you play an attack, it deals 4 extra damage and you discard a card. Each time you take damage, you draw a card, discarding it unless it is an attack. Duration 3.
I personally love the idea of a ranged dps character. It's dificult to build a pure damage wizard because the arcane item slots dont really have much damage. If you aren't going to give warriors bows, I think wizards could use some higher damage arcane items. Ranged DPS isn't really viable in card hunter right now. I think it'd be nice if we had a way to make a team of dedicated ranged damage dealers.
Wizards are kind of forced-utility. Which is probably more balanced anyways. If you increase the damage-per-card of ranged attacks for wizards overall, you reach a situation where wizards deals so much damage that warriors can't compete anymore. As is, wizards do have some pretty powerful staves. For Arcane Items you have 4X Copper Zapping Wand, that plus two Deadly Deadly Staffs and there you go. Extreme DPS. lol
Lancer: Each time you hit a character with a "Stab" you Move Back 1. Duration 3. - When you are adjacent to that character
I'll admit I considered that Robauke, but it seemed a bit powerful when you could turn every single Stab into preferential movement with one trait. At least this way you get more strategic play, instead of just poking at range 2 forever.