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 Post subject: New classes
PostPosted: Tue Sep 24, 2019 10:29 pm 

Joined: Tue Sep 24, 2019 9:45 pm
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>Commoner: spears/pikes/halberds. Also short blades/ 1 hand maces, light/medium armor.
Can work, like on the inn but instead of paying, receives and 1 week passes by. Player talks to some npc's in rural areas to work.
Habilities related to spear/pole arms and work:
-hunting animals(furs, meats, etc) , agriculture (money). Etc.
-instant counter attack( when enemies run into the character), critical spearhead damage( weak spots) .etc.
>skirmisher: bows/ longbows/ crossbows. No close combat weapons.
- faster reload (bows)
- stronger pull (longbows)
- headshot (crossbows)
- 2 arrows (b/lb) with cooldown
- arrows with effects.
- hiding to ambush. Etc

 Post subject: Re: New classes
PostPosted: Thu Sep 26, 2019 8:21 am 
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The game is already finished and the developer is working on the sequel so there is little chance that those ideas will be added to the game.

The classes sound interesting though there are some things I'm not really sure about.

- As described now there is nothing stopping someone from just constantly spamming the work ability. The only thing you lose is time, but except if you are trying the "Why the rush" achievement, time is pretty much meaningless in this game.
- How would the hunting animals ability work? Players already are already able to hunt wild animals for their pelt and meat with all characters?
- Instant counter attack doesn't sound very useful. When the player is running away from something or running through an area, this ability would make them stop to do the attack animation every time they get hit.

- This class feels a lot like the rogue class to me. Archery and hiding are things that are an important part of the rogue abilities in this game. The only difference would be that Skirimishers wouldn't be able to use melee weapons and get a few extra bow skills.

Legends speak about an unarmored madman running around in the Wyvern mountains punching Wyverns to death

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