Apon making creating a load out, you are given the choice of either 5 classes, which include their own skill tree and upgradeable skills and passives, the classes are:
The Guardian: A heavily armored Knight that specialises in soaking up damage and covering team mates, the guardian's 2 skills are,
1. Charge
The guardian charges, similar to the shield bash, the range is longer though, apon reaching the end, the guardian puts up a temporary wall, acting is an wall and cover for allies, and an immovable object for enemies.
2. Fortress
The guardian taunts all nearby enemies, forcing them to attack him, during this time, he can not move or attack, but gains health and shield regeneration and reduces damage taken by up to 50% depending on how much health he has. Attackers will have to go through the shield before they can actually hurt the guardian, making Fortress an essential move for team play, note that other taunts may reverse the effect, upgrades make enemies that attack the guardian receive a percentage of their attack back at them, and knockback enemies apon the skill's end.
The Sharp Shooter: A class that specialises in guns, they can shooter from further away and deal bonus damage, its 2 skills are,
1. Analyse
The Sharp Shooter analyses all nearby targets, for the next few seconds a spot on enemies is highlighted to all allies, any hit with a ranged or melee weapon the that spot will deal bonus damage, upgrades allow shots to pierce through shields of effected targets, meaning targets that can't take damage from the front will take damage, note this will not working for Snarbolax and conditions that make them invincible.
2. Mobilise
The Sharp Shooter dashes towards a direction, shooting the nearest enemy before the dash, and then shooting the nearest enemy after, if no enemies are hit, or and enemy hit is killed, the cool down is reduced. When using a melee weapon, a digistruct copy of the weapon is created a flung instead. If a bomb, the bomb is thrown.
The Technician: A support class the specialises in shields and robots, the technician has better recharge delay and regeneration on shields than the other classes, their 2 moves are,
1. Turret
The Technician deploys a short range turret which attacks enemies, the turret also supplies a circular shield around it self to protect allies from damage, but can be broken. Higher levels can allow the turret to follow the technician and disable constructs. The turret fires a mix of elemental, normal, and piercing damage, the skill tree can unlock different statuses for the turret such as shock and brun, but reduce the overall damage. Note that the turret will be focused, and can be fragile alone.
2. Exo skeleton
The Technician surrounds itself in a light weight exo skeleton, reducing damage taken, increasing run speed, increasing shield bash and leap ability, and removing the need to reload while active
The Bombarder: A class that basically becomes a mobile mortar squad, the bombarder uses bombs to reek havoc, his skills include enhanced knock back and bomb range ability, his 2 skills include,
1.Loaded
The bombarder dashes in a direction, leaving a trail of explosions in his footsteps, this is a toggle ability which takes away a percentage of your shield, apon breaking the shield it automatically deactivates and can not be used until the shield completely regenerates.
2. Watch your step
The bombarder choose a direction, then lays a line of mines which explode and contact or after 10 seconds, upgrades can allow mines to inflict status effects and slow effected enemies, bombs deal a split amount of all types, normal, elemental, pierce and shadow.
The Fighter: A melee based attack the receives bonuses for uses swords, his skills include,
1. Vampirism
For the next few seconds, all attacks give back 5% of the Fighter's health, upgrades allow vampirism to increase attack speed for the duration and increase movespeed.
2. Digistruct
The fighter creates a digital copy of the weapon he is holding, he chucks it in a chosen direction, dealing 120% of the weapon's damage to the first enemy hit, then pierces through and damages other enemies be hind, dealing 10% less damage for each enemy hit , for example, after 3 enemies are hit, the first receives 120%, second gets 110% and third gets 100%. Upgrades allow the digistruct weapon to explode apon reaching the end of its range. Grenades don't pierce but deal extra damage on impact, and have an enhanced range. Pistol fire a larger version of the shot which pierces enemies and is similar to the melee
So what do you guys think, leave comments and suggestions below and I might out them in and if I do I will say props to you at the top.
Comment and Reader Feedback:
Blazeshot:
Look, this isn't supposed to make certain classes OP and make the game easy, a difficulty upgrade also comes into mind. Though this will definitely take time to develop, the idea is to have advanced AI, which can react to certain situations, for example, if I were the bomber class, smarter monsters will be smart and avoid the bomb trails. Some beast may be able to jump over a Guardian's wall and Contructs may be able to avoid a Fighter's Digistructs. The idea is to make the game more unique, sure, Blazeshot, you make a good point, but I believe that in a way, we are TOO equal. There isn't a lot of different variety in end game, or in most part of the game anyways. There's only a selection of weapons and armor, which is why I believe adding new variety to load outs create a more diverse and creative game, packed with more action and strategy. Players will have to have Guardians to protect them, while the Sharp Shooter deals damage from afar, where as the technician provides extra gun power, the fighter chips away at dangerous targets and the bombarder lays down a field of mines to damage incoming attackers. The class system is focused on team play, making team play a lot harder and more rewarding and unique. In missions, AI adapt to classes, when doing solo as a Bombarder, AI is more cautious, as a Guardian, AI stays closer together, Sharp Shooters cause AI to move around more often, Technicians cause AI to have more ranged enemies and Fighters cause AI to do a bit of all of them.
Vohtarak aka. Oohnorak:
As for your questin Vohtarak, nah, it's not limited to what equipment you choose, though certain equipment go better with that class, you can still be deadly as a sword wielding Sharp Shooter who can expose weak points and deal huge amounts of Melee damage. The classes are only a starting point for true potential, players will have the freedom to have what ever they want equipped to them.
Thunder-The-Bright:
Thunder-The-Bright, well, I didn't neccessarily go in detail into the skill tree. Now, the skill tree is exactly about upgrading a weapon types potwntial, it's about upgrading a aspect that a Class is basically about. Guardian is defense. Sharp Shooter is Offense. Bombarder is burst. Technician is Support. Fighter is an all rounder. Each class has 3 skill trees, one for offense, defense and a special. The special is different with every class, so is the offense and defense, but the special is way different. For example, because a bombarder is about burst, its special skill tree adds bonus occasional damage and bonus damage when an enemy is hit by you in short succession. Guardian specials include stronger and more resistant shields and health upgrades. Sharp Shooter specials include increases to damage and fire rate. Technician specials enhance its shield making it cause a small explosion on loses all of its shield power and providing defense increasing auras on nearby allies. Fighter specials include faster move speed, attack speed, shield strength etc.
Do certain sets make certain classes or do you just pick whatever you want? Because if classes are forced for certain sets it discourages mix and matching and effectively prevents putting any class on a load out with, for example, seerus mask, which has no armor
PS, its upon, not apon