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I'm pretty sure I'm in the right section... but feel free to move me if I'm not.
Hello! I read the forums quite a lot, but never post anything. My questions are related to class design. I'm trying to give my classes options, so that nobody is shoehorned into only performing one task at every encounter. Pronouns are placeholders.
Soldier - Can function as a typical meat shield, stun/stagger enemies with his shield, focus on damage, focus on support by giving the party buffs (as he has a leadership role), or use cheap items to heal and cure some states (field medic sort of feel).
Mage - Can buff herself or cause elemental damage / states to enemies. Can "open channels" to specific elements to cast stereotypical mage spells (a state, for example, "Fire" which causes a new Fire option to appear). Open channels lower max HP, but allow stronger attacks and party wide elemental buffs, whereas having no channels open allows her to have higher HP and give only herself a nice advantage.
Mercenary - Can use polearm based skills for high damage, dagger based skills for high speed and bleed damage (damage over time), and use different poisons for damage and states. Poisons inflict a wide variety of states and consume an item - so that item can either be used once to immediately inflict a state on an enemy, or consumed to give yourself a state with a percentage chance to inflict enemies with every attack.
Scholar - Mix of classes. Can use enchanted objects (scrolls, gems, what have you - bought, dropped off of enemies, or found) to mimic some mage spells, and can use items to heal and cure the party (for example, use two potions to heal the whole party). High pharmacology percentage. Also has a set of skills that allows him to make himself more effective when fighting specific enemies - Increasing attack for high defense enemies, increasing accuracy for high evasion enemies, etc. (And locking out the skills once one is selected, until it's canceled.)
Quick aside, many thanks to Yanfly. These are all things I've wanted to do since I started using RMXP, and until I discovered all of Yanfly's plugins, never thought them possible with my tiny knowledge of scripting.
Anyway, my question is, does all of this come off as too complicated, and/or unnecessary? Does it seem like too many classes can do the same thing? I've tried to create the classes in such a way that, while you CAN have three classes improving your party at the same time, it's not in your own best interest, as it will consume a lot of resources and time (which could be better spent simply killing your enemies). The battles are meant to be difficult and require thought on how to proceed, and not have an "instant win" combination of skills to use. I've been playtesting this with a friend of mine, and neither of us have really found a way to "game the system" so to speak. (Playtesting consisting of fighting a wide range of enemies with different strengths and weaknesses at different levels with different skills available - and yes, I did send my friend into this completely blind, with only in-game advice to aid him.)
I like the idea of a "tank" that isn't always tanking, a mage that isn't always blowing everything up, etc., and giving the player options as to how they want to progress. If they want to coat the mage in rock armor and have the soldier buff the party and heal, they can do that. It might not work in all situations, but that's also part of the point - to keep things fresh.
So. From an outside perspective, does anyone have any thoughts? All criticisms and advice are welcome!
Hello! I read the forums quite a lot, but never post anything. My questions are related to class design. I'm trying to give my classes options, so that nobody is shoehorned into only performing one task at every encounter. Pronouns are placeholders.
Soldier - Can function as a typical meat shield, stun/stagger enemies with his shield, focus on damage, focus on support by giving the party buffs (as he has a leadership role), or use cheap items to heal and cure some states (field medic sort of feel).
Mage - Can buff herself or cause elemental damage / states to enemies. Can "open channels" to specific elements to cast stereotypical mage spells (a state, for example, "Fire" which causes a new Fire option to appear). Open channels lower max HP, but allow stronger attacks and party wide elemental buffs, whereas having no channels open allows her to have higher HP and give only herself a nice advantage.
Mercenary - Can use polearm based skills for high damage, dagger based skills for high speed and bleed damage (damage over time), and use different poisons for damage and states. Poisons inflict a wide variety of states and consume an item - so that item can either be used once to immediately inflict a state on an enemy, or consumed to give yourself a state with a percentage chance to inflict enemies with every attack.
Scholar - Mix of classes. Can use enchanted objects (scrolls, gems, what have you - bought, dropped off of enemies, or found) to mimic some mage spells, and can use items to heal and cure the party (for example, use two potions to heal the whole party). High pharmacology percentage. Also has a set of skills that allows him to make himself more effective when fighting specific enemies - Increasing attack for high defense enemies, increasing accuracy for high evasion enemies, etc. (And locking out the skills once one is selected, until it's canceled.)
Quick aside, many thanks to Yanfly. These are all things I've wanted to do since I started using RMXP, and until I discovered all of Yanfly's plugins, never thought them possible with my tiny knowledge of scripting.
Anyway, my question is, does all of this come off as too complicated, and/or unnecessary? Does it seem like too many classes can do the same thing? I've tried to create the classes in such a way that, while you CAN have three classes improving your party at the same time, it's not in your own best interest, as it will consume a lot of resources and time (which could be better spent simply killing your enemies). The battles are meant to be difficult and require thought on how to proceed, and not have an "instant win" combination of skills to use. I've been playtesting this with a friend of mine, and neither of us have really found a way to "game the system" so to speak. (Playtesting consisting of fighting a wide range of enemies with different strengths and weaknesses at different levels with different skills available - and yes, I did send my friend into this completely blind, with only in-game advice to aid him.)
I like the idea of a "tank" that isn't always tanking, a mage that isn't always blowing everything up, etc., and giving the player options as to how they want to progress. If they want to coat the mage in rock armor and have the soldier buff the party and heal, they can do that. It might not work in all situations, but that's also part of the point - to keep things fresh.
So. From an outside perspective, does anyone have any thoughts? All criticisms and advice are welcome!