Fan-Classes / Class/Weapon Ideas

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Re: Fan-Classes / Class/Weapon Ideas

Postby darkclaymore » Tue Mar 01, 2011 6:03 am

Oh, so you mean some an aesthetic remodeling in order to decrease the amount of classes you actually see on the screen?
So that you see [Fighter] in the creation screen and once you select it, then you can choose either [Male] or [Female]?
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Re: Fan-Classes / Class/Weapon Ideas

Postby Seventh » Tue Mar 01, 2011 7:10 am

Exactly! :D
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Re: Fan-Classes / Class/Weapon Ideas

Postby darkclaymore » Tue Mar 01, 2011 3:17 pm

what if when you hit a class

I probably would have understood it if you wrote 'select' instead of 'hit'. For some reason, I automatically thought that 'hit' refers to inflicing damage (the sadistic mind :twisted: )

But as far as I see it, it'll reduce the amount of shown characters only by 8 (only fighter, mage, healer, brawler, archer, gunner, ninja and samurai have two genders). Perhaps it could be the first step in reducing the number shown (next step might be dividing classes into teams by weapon types, then you select [Sword User] and then you are shown all the classes that can learn skills for sword) but... I personally love seeing tons of classes shown and sometimes I enjoy just scrolling around the classes for no actual reason. :lol:

One big problem in the game IMO is the fact that the classes rely too much on weapon. If you want a sword-user, then you go to the creation screen and see there are many who fit the role. So obviously you look at the stats and evility (and perhaps on the sprite as well) and choose one of them. But what about the other candidates? Will you ever have a reason to use them?

I recently thought about a possible way to make a reason to use the other classes as well (aside of my fusing idea). They can add a 'Curse' (didn't know how to call it) which is the opposite of 'Evility' - has negative passive effect. This way, every class will also have a weakness (or maybe even more than one). Therefore, not always the character with the high stat will be the most useful in most situation (especially if you make the 'curses' somewhat fatal sometimes). One example for a curse I thought about is Received magical damage increased by 100% for the male fighter class. They could even go as far as making a curse like Instant death by level 4 or higher magic and then you gonna ask yourself "Did I really chose the right sword user? Maybe I should try other one..."

Aside of that, I also thought that they should make higher tiers more 'cool' and that instead of "Oh, cool" reaction when you unlock a higher tier, you'll be like "OMG! Yeeeahhh!".
One way I thought about is that maximum number of evilities each tier can have is proportional to the tier level. For example, tier 1 has only one evility (the base one), but tier 2 can have two evilities and tier 3 can have 3 evilities and etc. Since it most likely to encourage the creation of overpowered characters, I thought that perhaps the number of 'curses' each tier has also grows. Tier 1 with one curse, Tier 2 with two curses and etc. I think this would make higher tiers much more cool and will also add to the general tactical value of the game.
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Re: Fan-Classes / Class/Weapon Ideas

Postby Seventh » Tue Mar 01, 2011 3:38 pm

I think one of the biggest problem with classes is really that, aside from looks, a lot of them really are just about choosing which weapon you want, not class. The classes themselves don't have much too them, but then you have classes like Geomaster or D1's scout and so on that DO have their own skills. It's why I'd like to see more classes that do their own thing, instead of a bunch that are just vessels for the weapons.
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Re: Fan-Classes / Class/Weapon Ideas

Postby darkclaymore » Tue Mar 01, 2011 8:27 pm

Seventh wrote:I think one of the biggest problem with classes is really that, aside from looks, a lot of them really are just about choosing which weapon you want, not class. The classes themselves don't have much too them, but then you have classes like Geomaster or D1's scout and so on that DO have their own skills. It's why I'd like to see more classes that do their own thing, instead of a bunch that are just vessels for the weapons.


Yeah, that's exactly what I think. For example, I really liked that thief in D3 can also create box and barrel. While it's not something I use A LOT, it's still pretty useful in some cases and makes tactical thinking much more deep and fun. I think every class should have at least one unique ability/skill. And if not that, then at least they should have a certain drawback which makes them not as useful in certain situations despite being very strong (hence the 'curse' idea I presented in my last post).

Also, it could be nice to have the option to create your own skills. To create everything about the skill (power, attack range, hit range, stats that affect damage, inflicted conditions and etc) and then perhaps limit certain customizable options only to various classes. Like: a created healing skill can only be learned by a healer. A male healer can't learn a healing magic with a too big range (let's say 4 panels is the limit) while female healer can't learn one that affect too many targets at once (let's say 4 targets is the limit). This can very nicely distinguish various classes from each other.
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Re: Fan-Classes / Class/Weapon Ideas

Postby Seventh » Wed Mar 02, 2011 8:59 am

darkclaymore wrote:Also, it could be nice to have the option to create your own skills. To create everything about the skill (power, attack range, hit range, stats that affect damage, inflicted conditions and etc) and then perhaps limit certain customizable options only to various classes. Like: a created healing skill can only be learned by a healer. A male healer can't learn a healing magic with a too big range (let's say 4 panels is the limit) while female healer can't learn one that affect too many targets at once (let's say 4 targets is the limit). This can very nicely distinguish various classes from each other.

That sounds pretty cool. Creating content IS the way to go. Heck, with online, maybe you could send the character that knows it online and it could get free stats/the mana people spend to learn the skill if people download it.

Also, here are two more:
Assassin - Humanoid. A silent stalker that lurks in the night. When it attacks an enemy from behind, its ATK goes up by 50%! If it's attacked from behind itself, however...
Dark Knight - Humanoid. A cursed knight said to search the Netherworld for all eternity in search of its final battle. It learns special "lance" themed skills that allow it to charge forward/through enemies and has a fairly decent defense stat despite it being more attack based. When it is attacked from the front, counter-attacks will occur even if the enemy used a special skill as opposed to a normal attack.

Aaand a weapon:
Lance: Similar to a spear, but using this focuses on the idea of "charging forward" - skills allow the character to charge forward for "jousts" and speed across the map like a knight on a horse. This can attack up to two spaces in front of a character, but ONLY in the direction they were facing when the turn began - other directions can only be attacked in one direction. Special skills can still be used in any direction, however.

Naturally, these lance skills would differ from the Dark Knight's natural ones.
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Re: Fan-Classes / Class/Weapon Ideas

Postby fuyuki » Thu Mar 03, 2011 10:32 pm

For me it would be like: Characters:An assassin class that can equip multiple blades(like 2 swords etc.)(power of weapons would be combined but this ability would only work for swords)
An evolved version of a catsaber class that has the ability to decrease an enemy's stats by 25% onwards upon impact.
A wanderer class that has the ability to make an instant kill if he/she attacks an enemy 5 panels away.
Weapons:A sword that increases in attack by 30% for each critical hit.
A staff that doubles the stats of all other equipment.
A gun that increases the hit stat each time you kill an enemy in 1 shot.
Extra Ability: Assassin:Attack stat increases the lower the rarity of all your equipment(eg. rarity 0:attack + 50%)
Evolved Catsaber:30% chance to decrease the target's level upon impact
Wanderer:If Hp is lower than 10%,all special and normal attack range increases by +2
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Re: Fan-Classes / Class/Weapon Ideas

Postby Seventh » Fri Mar 04, 2011 2:39 am

I dunno, a couple of those classes seem a bit... broken? :? I try to be really realistic when I come up with stuff (and even then it still could be considered broken compared to the ones we have now), but...

That said, "evolved" classes - at least in the case of Monster classes - might be an interesting idea. Max out all the tiers, and you get a better version to start over with that can learn more skills and such or something.

Anyway, random ones I think we could use down the road:
Celestial Prinny - Monster. A Prinny with tiny angel wings. These serve in Celestia instead of the Netherworld. They still don't get vacations...
Masked Prinny - Monster. A Prinny wearing a heroic mask. These appear in superhero titles such as ZHP. Unfortunately, the mask doesn't make them any more heroic...

Naturally, they'd still play like normal Prinnies, but they might get some color variation down the road to fit their themes.
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Re: Fan-Classes / Class/Weapon Ideas

Postby Arson » Sat Mar 05, 2011 2:13 pm

I always wished I could have had Baal's skill from Hour of Darkness... maybe, if you defeat a superboss with a move like that, the character who killed it gets that one of a kind special move?
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Re: Fan-Classes / Class/Weapon Ideas

Postby mario_0345 » Sat Mar 05, 2011 4:12 pm

Here's a random one from me.

Immortal- Humanoid. M & F. Immortal humans who can out live even overlords and seraphs, have a halo on their heads signifying their immortality. While they won't die from old age or starvation, can still be killed.
Weapon Forte: Sword, Axes
Apts:
Hp:100,105,110,115,120,125
Sp:90,95,100,105,110,115
Atk:130,135,140,145,150,155
Def:75,80,85,90,95,100
Int:125,130,135,140,145,150
Res:80,85,90,95,100,105,
Hit:85,90,95,100,105,110
Spd:100,105,110,115,120,125
Mv:4
Jm:20
Evility: Immortality: Will survive one instant kill attack once a battle.
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Re: Fan-Classes / Class/Weapon Ideas

Postby Arson » Sat Mar 05, 2011 4:45 pm

Wow, for a class with high INT, they're lacking in SP...
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Re: Fan-Classes / Class/Weapon Ideas

Postby darkclaymore » Sat Mar 05, 2011 8:14 pm

I think it'll be more fun to have more 'extreme' classes.

Extreme 'physical attacker' class:
Hp: 100%
Sp: 20%
Atk: 350%
Def: 90%
Int: 0%
Res: 0%
Hit: 60%
Spd: 5%

And in general I think to make the gap in parameters between classes wider in order to make each one of them unique is a nice idea. Also, they could add more stats to make things more interesting like:
Luck - increase chance for every good thing (evasion, critical etc) but less than every specific stat (for example: 100 SPD increase the chance to evade more than 100 Luck)
Accuracy - Increases chance to decrease parameters (like decreasing DEF with Axe or decreasing any parameter with a magic) as well as increases the amount by which the parameter is decreased. Can work the other way around with buffing I suppose.
Fatality - Affects how well the character making use of the target's facing (further increases dealt damage from behind or side)
Safety - The opposite of Fatality. How well can the character resist damage from behind or sides.

And just a random thing I thought about today (maybe was posted before, but I'm too lazy to read all the weapon ideas in this thread because... there are too many of them).
Bottle - Spray water on allies in order to refresh them! (recover some HP, SP and one random buff to target)
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Re: Fan-Classes / Class/Weapon Ideas

Postby AsukaNeumaki » Sat Mar 05, 2011 10:46 pm

I can't think of a name for this guy
Weapon-Nothing(Like the D3 Majin)
Apts
HP-20%
Sp-200%
Atk-300%
Def-10%
Int-300%
Res-10%
Spd-10%
Hit-300%
Evilty- All stats drop to one after 1 turn
So I wanted to see a character who was really strong but only lasts very little time to battle but if you use it right it could be sorta useful.
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Re: Fan-Classes / Class/Weapon Ideas

Postby fuyuki » Sat Mar 05, 2011 11:55 pm

AsukaNeumaki wrote:I can't think of a name for this guy
Weapon-Nothing(Like the D3 Majin)
Apts
HP-20%
Sp-200%
Atk-300%
Def-10%
Int-300%
Res-10%
Spd-10%
Hit-300%
Evilty- All stats drop to one after 1 turn
So I wanted to see a character who was really strong but only lasts very little time to battle but if you use it right it could be sorta useful.

Erm...power and all is good,but seriously!? 20% HP? that makes it kinda useless.....~
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Re: Fan-Classes / Class/Weapon Ideas

Postby darkclaymore » Sun Mar 06, 2011 1:09 am

AsukaNeumaki wrote:I can't think of a name for this guy
Weapon-Nothing(Like the D3 Majin)
Apts
HP-20%
Sp-200%
Atk-300%
Def-10%
Int-300%
Res-10%
Spd-10%
Hit-300%
Evilty- All stats drop to one after 1 turn
So I wanted to see a character who was really strong but only lasts very little time to battle but if you use it right it could be sorta useful.


With an evility such as this, I believe every stat should be above 200% :?
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