Class Advice

CriticalRPG

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I was making a class, and I wanted to make sure it wasn't too OP. Here are the stat curves:

MHP: 578-7441

MMP: 100-1216

ATK: 16-185

DEF: 19-193

MAT: 14-92

MDF: 19-193

AGI: 32-277

LUK: 22-269

All of the values grow at average rate. What do you think of the curves?

P.S. I was thinking about boosting the ATK a bit.
 
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Andar

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The values alone don't help if we have nothing to compare them against - what values do the other actors have?

Which damage fomulae do the class' skills use? If a class uses skills with 10*ATK it can be overpowered with low ATK...

What values do the enemies have?
 

CriticalRPG

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The values alone don't help if we have nothing to compare them against - what values do the other actors have?

Which damage fomulae do the class' skills use? If a class uses skills with 10*ATK it can be overpowered with low ATK...

What values do the enemies have?
1. Not many other actors yet.

2. I'm not too sure. I think the basic formula: a.atk * 4 - b.def * 2

3. One enemy, Slime α, has 100 HP, 12 ATK, 6 DEF, 6 MAT, 6 MDF, 16 AGI, 10 LUK.
 

Chaos Avian

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I can't say much about you parameters since I have no idea how you'll balance your game and what sort of difficulty you're going for. However from the stats you've shown, it does look like a more defensive spread. Do you have a class in mind for this character? If so that can help with your stat spread. Personally I find smaller parameters easier to work with because I don't have to worry about hitting maximum caps plus it's easier to control. 

Though high numbers like yours works too. If anything, create more party members and play test with a few more enemies that you design and hopefully you should figure it out. If you just come back here and we'll help.
 

CriticalRPG

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I can't say much about you parameters since I have no idea how you'll balance your game and what sort of difficulty you're going for. However from the stats you've shown, it does look like a more defensive spread. Do you have a class in mind for this character? If so that can help with your stat spread. Personally I find smaller parameters easier to work with because I don't have to worry about hitting maximum caps plus it's easier to control. 

Though high numbers like yours works too. If anything, create more party members and play test with a few more enemies that you design and hopefully you should figure it out. If you just come back here and we'll help.
I was thinking more along the lines of a warrior-ish, but instead of using TP, he uses MP.

Because TP makes no sense to me.
 

Banquo

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It would be immensely more helpful if you'd work on finishing the content of your battle system, i.e. actors, classes, skills, equipment, enemies and eventually other features.

When this is done, and you have done a good part of your overall game playable, open a thread here and have some people test your game. Balancing is always done after you've implemented the content, because all new content could ruin what you did before.
 

CriticalRPG

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It would be immensely more helpful if you'd work on finishing the content of your battle system, i.e. actors, classes, skills, equipment, enemies and eventually other features.

When this is done, and you have done a good part of your overall game playable, open a thread here and have some people test your game. Balancing is always done after you've implemented the content, because all new content could ruin what you did before.
Oh okay. I'll take your advice, mainly because:

1. I might have to do a lot of work

2. I don't want to start an argument.
 

RetroNutcase

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Sorry, it's pretty much impossible to give feedback because we know nothing about what this class is, what its role is, what kinds of abilities it will have, etc. All you've done is toss a bunch of numbers at us without any relevant information.

When designing a class, you need to consider the following things

  • How is my class going to contribute to the party as a whole? What role will they fill?
  • What will be unique to this class that other classes won't have?
  • What strengths will this class have with paired up with other specific classes?
  • What will this class *not* be capable of doing in a party?

I typically find classes fall into one of the typical archetypes you see these days, or some mixture of them. You've got...

  • Damage dealers (Be it melee or magic based, usually less defense than a tank)
  • Tanks (Less damage, higher defenses, usually can take hits for the party/be a primary target)
  • Healers (keep people alive, remove bad stuff)
  • Support (Buffs/debuffs)
So yeah, this all goes back to the primary question about designing a class, the sole question that takes priority over all others. "What does this class *do?*"

I'll be happy to give feedback/thoughts when you've gone into better detail.
 

CriticalRPG

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Sorry, it's pretty much impossible to give feedback because we know nothing about what this class is, what its role is, what kinds of abilities it will have, etc. All you've done is toss a bunch of numbers at us without any relevant information.

When designing a class, you need to consider the following things

  • How is my class going to contribute to the party as a whole? What role will they fill?
  • What will be unique to this class that other classes won't have?
  • What strengths will this class have with paired up with other specific classes?
  • What will this class *not* be capable of doing in a party?

I typically find classes fall into one of the typical archetypes you see these days, or some mixture of them. You've got...

  • Damage dealers (Be it melee or magic based, usually less defense than a tank)
  • Tanks (Less damage, higher defenses, usually can take hits for the party/be a primary target)
  • Healers (keep people alive, remove bad stuff)
  • Support (Buffs/debuffs)
So yeah, this all goes back to the primary question about designing a class, the sole question that takes priority over all others. "What does this class *do?*"

I'll be happy to give feedback/thoughts when you've gone into better detail.
Okay, I was working on a different project. However, I have planned out the stats and the role. The name of the class is "Warrior". It is similar to the Soldier class, but without the TP concept. I have compared this class to the Soldier and Spellblade classes. The comparison sheet is here:

https://docs.google.com/spreadsheets/d/1jj2NUsTOSwfuxLiYQCEzfpCF9LC5omzmF-m1LEbuKRM/edit?usp=sharing
 

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