Fan-Classes / Class/Weapon Ideas

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Re: Fan-Classes / Class/Weapon Ideas

Postby Seventh » Fri Feb 25, 2011 11:28 am

Okay, I hope you guys are ready, because I finally found my list, and it is -long-.

New Weapons
Staff/Stick - A new type of attack-based weapon that would attack one to two spaces forward in any direction - unlike spears, however, they can't attack to the diagonal. Special attacks range from throwing the staff a few spaces away to just hitting the closest enemy.
Nunchaku - A weapon designed for the best of the best martial artist! This weapon combines the ATK and HIT stats when special skills are used.
Whip - For some strange reason, females are more prominent with these. These can attack any square around the attacker, including the diagonal ones.
Flail/Mace - It's finally here! For the first time ever, if you give up a little of your movement, you can now attack long range with your attack stat!
Boots - A new alternative to the Fist for those who don't want to get their hands dirty! Different classes specialize in these as opposed to the fists, and vice versa.
Knives - A small weapon, skills typically revolve around charging at an enemy and stabbing them, though throwing them isn't unheard of.

New Classes
Vampire - Humanoid/Male. Special skills would involve the draining of HP and SP. Gains SP after regular attacks as a special ability/evilty.
Jiang-shi - Humanoid/Female. Special skills unique to this class would cause various status effects ("curses"). No Hsien-Kos were harmed in the making of this class.
Werewolf - Humanoid/Monster///Male/Female. Unique to this class, Werewolves have a special attack (not unlike Tink's "Kero change!") that allows it to transform from a humanoid type character into a Monster type while on the field. Stats and attacks are gained in exchange for the powers of a humanoid type and some movement.
Oni - Humanoid/Female. Appears physically similar to Makai Kingdom's Whip Master with a large horn protruding from her forehead, with fanged, pointed teeth and red skin. Specializes in the "brutal" weapons; flails, axes, whips, and boots; the class has a high, HIGH attack and skills that boost themselves in exchange for overall lower(/abyssmal in the lowest tiers) stats elsewhere.
Devil - Monster. Floats around with two wings, has a pair of horns on its forehead, and a curved tail. Specializes in Fire skills as well as typical Attack skills. The "friendly" male counterpart to the Oni class.
Harpy - Monster/Female. This class flies around the stage with wind element attacks, either blowing enemies/your own troops away or physically pushing them with force.
Necromancer - Humanoid///Male/Female. When they deal the finishing blow to an enemy, for the rest of the stage, they learn that enemy's moves and skills, gain a stat boost depending on the enemy's stats, and lastly gain the ability to "summon" them in the form of special attack. While this can only be used with one enemy at a time (until the enemy is "summoned" and essentially thrown away, at which point another can take its place), this ability can be used on your own party members as well. The temptation to friendly kill has grown!
Lawyer - Humanoid/Male. Using one in the Dark Assemply greatly increases chances of passing a bill (which is great for early on/beginner players), and this class also has access to special bills. Special "bill passing" skills work as unique buffs or debuffs on enemies and allies alike. OBJEC***N!
Merchant - Humanoid/Female. Having a stronger one effects one's status in the store and how much things cost - be sure to level her up everyone! She also has special skills that allow them to "buy" equipment/stats from enemies for the right price, akin to how thieves do... but "legally".
Runner - Humanoid///Male/Female. This class is unique in that they attack and have skills that attack with their speed stat, as opposed to the usual attack stats - they appear in an athelete's running suit/track suit. Watch out, or they'll run right past you!
Boxer - Humanoid/Male Appears as a dark skinned boxer with a large afro. These fighters have a high attack stat and have special "jabbing" and "feinting" skills that can allow them to counterattack twice or bounce to a space further away when attacked by stronger enemies.


... And that's it! Whew.
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Re: Fan-Classes / Class/Weapon Ideas

Postby dood » Sat Feb 26, 2011 11:16 pm

Seventh wrote:New Weapons
Boots - A new alternative to the Fist for those who don't want to get their hands dirty! Different classes specialize in these as opposed to the fists, and vice versa.
New Classes
Vampire - Humanoid/Male. Special skills would involve the draining of HP and SP. Gains SP after regular attacks as a special ability/evilty.
Jiang-shi - Humanoid/Female. Special skills unique to this class would cause various status effects ("curses"). No Hsien-Kos were harmed in the making of this class.
Werewolf - Humanoid/Monster///Male/Female. Unique to this class, Werewolves have a special attack (not unlike Tink's "Kero change!") that allows it to transform from a humanoid type character into a Monster type while on the field. Stats and attacks are gained in exchange for the powers of a humanoid type and some movement.
Oni - Humanoid/Female. Appears physically similar to Makai Kingdom's Whip Master with a large horn protruding from her forehead, with fanged, pointed teeth and red skin. Specializes in the "brutal" weapons; flails, axes, whips, and boots; the class has a high, HIGH attack and skills that boost themselves in exchange for overall lower(/abyssmal in the lowest tiers) stats elsewhere.
Devil - Monster. Floats around with two wings, has a pair of horns on its forehead, and a curved tail. Specializes in Fire skills as well as typical Attack skills. The "friendly" male counterpart to the Oni class.
Harpy - Monster/Female. This class flies around the stage with wind element attacks, either blowing enemies/your own troops away or physically pushing them with force.
Necromancer - Humanoid///Male/Female. When they deal the finishing blow to an enemy, for the rest of the stage, they learn that enemy's moves and skills, gain a stat boost depending on the enemy's stats, and lastly gain the ability to "summon" them in the form of special attack. While this can only be used with one enemy at a time (until the enemy is "summoned" and essentially thrown away, at which point another can take its place), this ability can be used on your own party members as well. The temptation to friendly kill has grown!
Lawyer - Humanoid/Male. Using one in the Dark Assemply greatly increases chances of passing a bill (which is great for early on/beginner players), and this class also has access to special bills. Special "bill passing" skills work as unique buffs or debuffs on enemies and allies alike. OBJEC***N!
Merchant - Humanoid/Female. Having a stronger one effects one's status in the store and how much things cost - be sure to level her up everyone! She also has special skills that allow them to "buy" equipment/stats from enemies for the right price, akin to how thieves do... but "legally".
Runner - Humanoid///Male/Female. This class is unique in that they attack and have skills that attack with their speed stat, as opposed to the usual attack stats - they appear in an athelete's running suit/track suit. Watch out, or they'll run right past you!
Boxer - Humanoid/Male Appears as a dark skinned boxer with a large afro. These fighters have a high attack stat and have special "jabbing" and "feinting" skills that can allow them to counterattack twice or bounce to a space further away when attacked by stronger enemies.


... And that's it! Whew.



I love the boots idea so much and I like all these classes I think its great.
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Re: Fan-Classes / Class/Weapon Ideas

Postby ZetaBladeX13 » Sat Feb 26, 2011 11:59 pm

oh man, I've been waiting for a Lawyer class since Disgaea 2 D:
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Re: Fan-Classes / Class/Weapon Ideas

Postby Seventh » Sun Feb 27, 2011 3:50 pm

I've wanted one since I first saw the Dark Assembly man. They need to get on this!!

Anyway, here are three more. They're kind of a trio, I guess? Anyhoo.

Hero - Humanoid/Male. A human has come to the Netherworld to fight evil! He specializes in HEROIC weapons, and his costume is most definitely HEROIC! Look at those scarves and belts and zippers! Watch out, when his friends are in danger, he unlocks his true power!
... In other words, when you have guys with low HP, he gets a boost of some kind. The more guys you have like that, the higher the boost. Send out a bunch of guys with weights on them for easy abusing.
Anti-Hero - Humanoid/Male. A hero that's fallen to the ways of the demon after years and years of loss and combat. Though he fights alone, he carries the will of his fallen comrades in his heart all the same!
Essentially an upgrade of the Hero, or just a different version. When you have dead allies and he's the only guy out, he gets a boost - the more dead allies AND the less remaining in your base panel you have, the more powerful he becomes. This combined with a Necromancer can be deadly.
Villain - Humanoid///Male/Female. The heroes' greatest enemy! A sadist like no other, these rapscallions get a charge out of watching their foes fall. They specialize in weapons that leave a bruise.
Villains are fairly straightforward - for every kill they get on the enemy team, they get a boost.
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Re: Fan-Classes / Class/Weapon Ideas

Postby darkclaymore » Sun Feb 27, 2011 9:13 pm

Hero - Humanoid/Male. A human has come to the Netherworld to fight evil! He specializes in HEROIC weapons, and his costume is most definitely HEROIC! Look at those scarves and belts and zippers! Watch out, when his friends are in danger, he unlocks his true power!
... In other words, when you have guys with low HP, he gets a boost of some kind. The more guys you have like that, the higher the boost. Send out a bunch of guys with weights on them for easy abusing.
Anti-Hero - Humanoid/Male. A hero that's fallen to the ways of the demon after years and years of loss and combat. Though he fights alone, he carries the will of his fallen comrades in his heart all the same!
Essentially an upgrade of the Hero, or just a different version. When you have dead allies and he's the only guy out, he gets a boost - the more dead allies AND the less remaining in your base panel you have, the more powerful he becomes. This combined with a Necromancer can be deadly.
Villain - Humanoid///Male/Female. The heroes' greatest enemy! A sadist like no other, these rapscallions get a charge out of watching their foes fall. They specialize in weapons that leave a bruise.
Villains are fairly straightforward - for every kill they get on the enemy team, they get a boost.


Pretty cool ideas. They really do sound like some kind of trio :)

Adding tons of classes is cool and all, but somehow I feel like there are just too many of them and you can't really try all of them. Of course it is easy to try all classes via reincarnation, but that would be a waste of mana and time. And in addition sometimes you can't really see the hidden potential in some classes until higher levels (mage is a good example IMO).

I'm personally quite dissatisfied with the fact there are many classes in D3 which I don't use and perhaps won't have a chance to use. Therefore, I think they should made some kind of system which supports the use of many classes. For example having a 'sub class' or perhaps even 'second sub class' and that way one character can cover 3 different classes. Or using a fusion system in which you fuse two characters into one and the class of the result character depends on the classes of the 'material' characters (for example Tier 1 Warrior + Tier 1 Mage = Tier 1 Magic Knight, Tier 1 Mage + Tier 1 Mag = Tier 2 Mage). This way you'll have to try fusing various classes in order to get more and better classes.
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Re: Fan-Classes / Class/Weapon Ideas

Postby Seventh » Mon Feb 28, 2011 1:58 am

darkclaymore wrote:Adding tons of classes is cool and all, but somehow I feel like there are just too many of them and you can't really try all of them. Of course it is easy to try all classes via reincarnation, but that would be a waste of mana and time. And in addition sometimes you can't really see the hidden potential in some classes until higher levels (mage is a good example IMO).

I'm personally quite dissatisfied with the fact there are many classes in D3 which I don't use and perhaps won't have a chance to use. Therefore, I think they should made some kind of system which supports the use of many classes. For example having a 'sub class' or perhaps even 'second sub class' and that way one character can cover 3 different classes. Or using a fusion system in which you fuse two characters into one and the class of the result character depends on the classes of the 'material' characters (for example Tier 1 Warrior + Tier 1 Mage = Tier 1 Magic Knight, Tier 1 Mage + Tier 1 Mag = Tier 2 Mage). This way you'll have to try fusing various classes in order to get more and better classes.

That sounds like a good idea too.

Personally, I'm of the MORE MORE MORE philosophy... in part because, to be frank, at least half of the classes we have now I just can't see myself using when we have story characters + the other humanoid characters + the handful of decent monster characters.

Ideally, I'd say that each Netherworld (game) could/should have its own bunch of unique classes that the other ones don't have, then throw up the ones it replaces for DLC or something, but I know people wouldn't like that, so ehh... Yeah. I do see your point though, getting to the point when there are a ton can be very overwhelming.
Last edited by Seventh on Mon Feb 28, 2011 9:15 am, edited 1 time in total.
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Re: Fan-Classes / Class/Weapon Ideas

Postby Arson » Mon Feb 28, 2011 9:01 am

I, too, would like to see something along the lines of Character Synthesis. You could choose a base character, and fuse a character with that base character permanently. I'm thinking of several ways this could be done...
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Re: Fan-Classes / Class/Weapon Ideas

Postby Seventh » Mon Feb 28, 2011 9:17 am

Well, thinking of how to clean up the "clutter" so to speak, what if when you hit a class it splits into both genders and lets you pick which you want?
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Re: Fan-Classes / Class/Weapon Ideas

Postby darkclaymore » Tue Mar 01, 2011 5:02 am

Seventh wrote:Well, thinking of how to clean up the "clutter" so to speak, what if when you hit a class it splits into both genders and lets you pick which you want?


... :?
I'm not sure I understand what you meant. You mean when you hit a character of a certain classes, the character is divided into two classes and you choose one of those to be the new class of the character?
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Re: Fan-Classes / Class/Weapon Ideas

Postby Seventh » Tue Mar 01, 2011 5:34 am

Oh no no, I was just thinking - one reason there might not be as many classes is because it might SEEM like there's a lot as it is, so one way to clean up the character creation menu would be to cut out the genders.

For instance, when you select if you want to make a Mage, for instance, it would just then open up an option asking if you wanted to make a Mage or a Skull. Same could apply to a male Fighter and a female, for instance. That way they could stuff a lot more classes in without looking like they did.

I could Paint up a diagram if it helps?
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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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