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Barab

Please have turrets be a promotion class not the main archetype

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To whoever is drawing up the Forge Master right now please dont turn this archetype into some type of gimmick pet class. 

 

Talking to all my brothers all we want is to have diversity in the archetype. Were hoping with disciplines and promotion classes we will be able to have freedom in how we collectively build our archetypes but all of us down to the last beard do no want see a turret engineer style pet class as the default archetype skill set. 

 

Give us two handed hammers and axes, let us weave earth magic, lets us fulfill our oaths to mother Gaea, but please dont turn us into a archetype dependent on a pet without choice to do so. 

 

thank you, 

Edited by barab

Hammers High !!  Master Brewer of the Dwarven Hold Mithril Warhammers

 

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Someone put up the idea to make the Forge master a havy CC class with low dmg.

 

Combine that with promotion and discipline skills that give either turrets or something else.

 

I can not only see dmg turrets but also healing turrets or anti healing. Turrets that give defensiv buffs or barriers while other slow , daze or knockdown the enemy.

All this into a support promotion tree with support disciplines.

 

Then there could be a dmg turret promotion. Cannons etc with mortar disciplin that lets you put down a mortar. You can no longer move but you have XY range attack. ( X meters max range and Y meters min range) with a skill set own its own like a balista. Good for both defending a keep and attacking it.

 

And last a turretless promotion and disciplines. Maybe a promotion that gives to a ranged type weapon and skills. Like the duelist handgun just a lot bigger something like a small cannon. Burst dmg but long cool downs coppeld with low melee dmg but good CC.

 

All 3 of them sound like a specialist to me. They do not fit into dps or tank but can support all areas without forcing the turret gameplay.

 

 

 

On a personal note i love turrets and hope they put them in the game.

Edited by Xenotor

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Yeah i dont think this game is gearing toward the use of automated attack/heal/cc.

 

The only way that turrets/pets can be pulled off would be swapping control between archetype and the turret/pet so you aim.

 

I just think in a entire combat mechanic that relies completely on aimming and positioning adding automated pets and turrets is a step back.

 

 

I say that, but if the current NPC's are anything to go by, they wont ever hit anything. ;)


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There will definitely be pets (and I love that). They've made that clear.

 

Making the pets worthwhile while maintaining balance is the challenge. It can be done with pet specific counters or general counters. If pets are too weak then it's just kill the caster and ignore the pets like most games. Too powerful and you have different issues.

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There will definitely be pets (and I love that). They've made that clear.

 

Making the pets worthwhile while maintaining balance is the challenge. It can be done with pet specific counters or general counters. If pets are too weak then it's just kill the caster and ignore the pets like most games. Too powerful and you have different issues.

 

That's fine as well, but lets not force people who want to play Dwarves into having to become a "pet" class. Make it a promotion or discipline option.

 

On a side note I remember back in the beta, even the early release days of Shadowbane where every invading force hitting us always had a majority of wizards and channelers  due to their pets attacks not challenged by the server lag.

Edited by barab

Hammers High !!  Master Brewer of the Dwarven Hold Mithril Warhammers

 

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There will definitely be pets (and I love that). They've made that clear.

 

Making the pets worthwhile while maintaining balance is the challenge. It can be done with pet specific counters or general counters. If pets are too weak then it's just kill the caster and ignore the pets like most games. Too powerful and you have different issues.

 

Well... pets and combat pets are two extremely different things. The latter would be a nightmare trying to get right in this game, the AI in the game looks like it has a potato for a brain. Which honestly, is perfectly fine, this isint a PVE game. But to bring combat pets in too the game they would have to bring AI up to a realistic, and expensive, level. 

 

AI coding for games, i would hazard to guess, is the most difficult to pull off. It has to respond to the most random thing ever: a player. Tab targeting games sort of have this easy for obvious reasons, they have entire game code thats supported by this like the /follow command.

 

I dont see them getting it to the proper level of combat pets unless they bring in an expensive consultant. I base this off the current NPC and the potato 'upgrades' their AI supposedly have been getting.

 

Dont get me wrong, i love pet classes, i play them alot in games. But potato AI pet classes may be the most frustrating thing, ever.


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Pets are horrible for a pvp game, especially when the real possibility exists that everyone could potentially have them. Would really muddy up the battlefield with crappy npcs. I want to fight johnson, not johnson's automated dragon.

Edited by helix

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Again, it is in the execution.  They could be good--perhaps a second skill bar for the archetype that makes them a stationary, area denial type of character when deployed.  Bar A allows the dwarf to run around as a hammer specialist (doing normal hammer specialist things) but put down the turret and they "become" the turret (man it, as it were, controlling the abilities).  I have suggested previously that the FM turret actually be a forge--and I think something like this could work well if it was not automated.  

 

All that being said, I wouldn't be sad if the FM didn't have a turret at all (but it still could be cool). 


The Artist Formerly Known as Regulus

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In a game essentially built around movement and CC, making a stationary turret archetype seems bonkers to me. Unless they want to make it our "C" ability where we go invuln, sit still, and lob hammers at people like koopas.

Edited by mctan

Mic MWH, Member of Mithril Warhammers since 2003,


Hammers High! http://www.mithrilwarhammers.com

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In a game essentially built around movement and CC, making a stationary turret archetype seems bonkers to me. Unless they want to make it our "C" ability where we go invuln, sit still, and lob hammers at people like koopas.

 

It could be done--of course, it wouldn't be a solo PvP mode.  It would have to be a specialist option to anchor your team (which is unique at this time).  There will be other types of engagements outside of roving, open area 5v5s.  There will be landforms and structures to fight around. 

 

The problem is that ACE already said turrets (which are, if nothing else, stationary).  People don't want automation for good reason and as such we can look at creative ways around it. Therefore, perhaps we could influence their implementation.  Of course, ACE could toss out the idea completely and that would be fine too (Gotrek and Gimli might approve).  Yet, how many pure melee fighter types do we need? Would we rather the FM become some sort of kiting, ranged class (personally, I think that would be the worst)?  

 

Maybe the conversation could be something like, "I don't like the idea of turrets because X,Y or Z, but if they are going in maybe this is a way to handle it that could be interesting, creative and dwarfy (most of all).  

Edited by Regulus

The Artist Formerly Known as Regulus

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