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Marlfox712

Vintarian
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Wolf Bait

Wolf Bait (1/9)

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  1. This doesn't make sense though.. why would traders buy and sell wolf pups (mind you, unique wolf pups as wild ones don't count for buying and selling) if they weren't tamable at some point?
  2. After reading everything that has been suggested on this forum, I can't disagree with the Poster's sentiment; Some Classes feel solid while others feel notably horrible. The range of success for the Classes isn't so much the issue as it is that some Classes' efforts are so futile, there's no point even using them which limits your options even further. As to the point that classes as 'general' as Miners and Lumberjacks would be too 'narrow', I think it's just a matter of a scope in their abilities. To say they'd fall under the umbrella of the Commoner class I think is a bit unfair considering Tailors would do the same thing, no matter how specialized it is to sew or knit. These are a few ideas that I think would help with current concepts being tossed around: Clockmaker Allow them to wield a Temporal Gear and their Tuning Spear (similar to wielding the knife) to close Rifts and create placeable 'Wards' against the Temporal Storm. (Essentially spheres-of-influence that prevent enemies from spawning in that area.) Tailor Name change to Chirurgeon. Make them heal for 50% more from bandages. Keep all other penalties. Sewing Kit not only makes Clothes but unique medical bandages that are more efficient. Miner Name change to Spelunker. Unique craft: 'Miner's Helmet' (a light that can be worn as a hat). Unique craft: Drill (they exist but have no purpose). Stats: +Chance for increased Ore drop rarity/type. +15% Mining Speed. -15% Ranged Damage. -10% Loot from Foraging. Lumberjack Name change to Warden. Allow them to be able to be the only class that tames Wolves. Stats: +Higher %Success on Planting/Splicing Fruit Trees. +Bonus Axe Damage. -25% Ranged Distance. +10% Increased Hunger Rate Blackguard being the go-to Melee Class is... ok... but the Blackguard isn't designed for the mines at all. They're designed to be the Raiders, the Defenders of the base. Tacking on mining is a nice 'side-chore' thing for them to do but I think its only added because holding something in their off-hand destroys their hunger rate. In fact, the Blackguard inherently having +30% Hunger Rate when they inherently want to wield a shield or a torch in their off-hand means their base Hunger Rate is technically 150% on average in the caves!! This isn't even considering armor rate increases either. And the idea that Copper Axes as a weapon are weaker than a Flint Spear is a crime. As it is now, having only 1 melee specialist and multiple ranged specialists (be it bow or sling) doesn't make much sense. Considering new classes are simply a json file, or very simplistic coding, I see no harm in testing new class concepts to see how the community feels about them.
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