Hi I have been playing this game for a while and i was thinking of a class in thought. Druid Weapon:Staves Armour:Cloth, Leather Spell, which can be added or not Healing spells (heal over time) Root enemies or trap that root them Power to change form (bonus hp or movement with negativeness) Summon weak AI controlled monsters (prob with weak attack limited to 1 or 2 card per deck) Create walk able terrains over water etc Healing squares(Heals anyone that steps on it) Wind Magic (push or pull enemies or allies around) Archer/Rogue Weapon:Bow/Crossbow/Dagger Armour:Leather Attack Cards, Which can be added or not Spread shot (Hit all first target in front) Power shot (high damage single damage card move 2 back for archer) Double shot/strike Sneak attack (double if attack back) Quick escape (move to a random 2 squares away from enemy) Paralyze strike Camouflage (can not be target and can not attack 1 turn)(can still be hit by cone spells) If the idea is not bad and like to know more please let me know
I've been thinking a out rogue myself. Not sure about Druid, when it changes in or out of form, what happens exactly? VDruids sound awfully similar to priests (besides shape shifting). Some of the ideas you've suggested seem good. But it would take some work and play testing to make them both conpetitive AND balanced. Perhaps if you could expand on some of the items/cards that each class might have, this would both make it easier for the devs and give you a chance to show your ingenuity off Also, don't forget that at its heart this is a deep strategy game, not an rpg. E.g for Druids -"Staff of Oaks".
Well i was thinking rogue using kicks, daggers, throwing daggers, short-bow longbow and crossbow. Also i was thinking maybe the rogue can place traps down which is invisible to enemies. How about a Monk class that uses staff or fist? after the rogue class is done first of course.
I have thought a lot about this, and I think you could use the priest class and just provide cards that represent martial art. Also, I have mentioned here that I think the best way to add class diversity with out having to created a whole new set of cards and items is to allow for class hybridization. This would introduce 3 new classes: Priest/Wizard, Wizard/Warrior and Warrior/Priest. These 3 hybrids in addition to the original fit the majority of archetypes that are common to RPG's. It would be awesome for some card/items to be hybrid class only of course but there would be no need to change any current items/cards and therefore should be easy(relatively) to implement. For the hybrid classes you would simply get a mix of the different types of equip-able items.
Multiclassing! Spoiler Btw, I think BM has worked on a Rogue class for quite some time (kinda remember pics floating around somewhere?). At this point, I'm not sure if they refrained from adding an additional class to the game because their experiments on it didn't pan out / the game would be too hard to balance with an additional class / too much work required for implementing new cards and items. A combination of all those reasons looks more likely.
One of the self balancing aspects of this approach would be the inconsistency of draws for the hybrid classes.
Sillies, there's already a fourth class: http://www.cardhunter.com/2015/04/card-hunter-introduces-its-fourth-class/