Re-Working Classes - Community Concepts

Suggested: All Dragon Allies start with 50% Mana.

Let’s be honest, Essencia is an absolute dud. By allowing Dragonguard to have a 50% start, we can have a proper 50% start on a dragon troop that actually does something and isn’t forcing a yellow storm. It would also finally give us a 50% mana start hero class with Dispel, which could be useful one day.

But 50% stellarix!! one might say… it would be another option that would pivot players away from Elementalist, considering the only status effect option on this hero would be Impact (from taking a skull hit).

1 life & 1 magic while not 0, still isn’t much in the grand scheme of things. There’s a lot of other troops that already do it better, that is already a dragon.

Fine as is. 50% chance to trigger or do only 1 effect on 4/5 match is just going to make the class useless from inconsistency.

Agreed. Better to give more alternatives to freezing than Elementalist

Fine as is

Well, I’ve been wanting a Leafstorm at the start of every turn for basically forever, but I think I’d rather see it on Warden.

Bright Forest leans into half green/half red mechanics, but having the hero only do a Leafstorm locks out the red side of things. There’s an argument to be made to make it do a green+red mix storm at the start of every turn, but I’m actually not a fan of those mixed storms, so it won’t be from me.

Granting a random positive effect to a random ally is just too inconsistent and 25% as it is currently is a joke.

Suggested: Change Trait 3: Ancient Mysteries —> a new positive status effect (that gives 25% damage reduction (spells +skulls) until an ally acts, like submerge) a random Ally on 4 or 5 gem matches.

Knights are very unfortunate. They had one thing going with Sir Ailuin and that was nerfed to the ground. Knight troops are a bit gimmicky, but also very slow. So…

Suggested: Change Trait 3: Full Plate —> Barrier and Enchant a random Ally when an Ally casts a spell.

This should let a full slower team keep momentum and hold their ground, like a Knight normally would. Not the most beneficial with a fast team, but… that’s fine right?

Change Trait 1: Knight Bond —> Spell Armor
Change Trait 2: Avenger —> Armored

Suggested: Revert old change ----> Wind tree back into Fire tree

Fire tree isn’t the greatest fit here, but Wind tree is the worst hero tree class by a good margin. I’m sure they don’t want to rebalance an entire tree, so do the next best thing and restore its previous benefits. Nothing from the Wind tree helps Mechanists or mechs in any real way.

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I didnt read all your suggestions but class rebalancing would be time well spent for the devs.

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Sentinel outclasses Knight in almost every regard, especially with Holy Armor and the Stone talent tree.

Anyway, I thought of a tweak that might limit how OP the Elementalist class is - just change that third trait a little:

Current - “Elemental Force: Stun, Freeze, Burn, and Entangle a random opponent when matching 4 or more Gems.”

But what if:

  • Elemental Force: “Stun, Freeze, Burn, and Entangle a random opponent when an ally gets an Extra Turn.

Remember, it’s not the trait by itself that’s the problem, it’s the ability to pair it with almost anything that chains multiple matches together (notoriously, Wand of Stars), and activate the trait multiple times in a row.

Among the impacts:

  • Limits the trait to one activation per turn.
  • If you can Freeze the enemy team and deny the Extra Turn, the trait will not trigger at all. (Note, this doesn’t change that Elementalist already gets access to Insulated AND Fortitude, and Wand of Stars can Bless their team, but that’s a separate issue)
  • Adds new synergy with (1) spells that generate Extra Turns and (2) Hourglass Gems.

Should this read “per move” as a turn can last for several moves when extended with extra turns?

The reason I ask is I interpret your ‘impact’ as intending to limit the trait to firing once per whole turn (i.e. from receiving the turn to passing the turn) but it is possible to generate multiple extra-turns within that duration.

The difference is that a cascade (aside: I prefer the term “combo”) producing at least two matches of 4+ gems would only trigger the trait once, and only if the turn does not pass to their opponent; whereas currently the trait can trigger multiple times, even if (due to Freeze) the opponent goes next.

Say whatever you want about the official term being (in some definition) a misnomer.

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Ive always thought there should be a class or troop type that is resistant to true damage seeing as its the most powerful damage type. Maybe a " True Armour " trait for knights or "True Reflection " that actually does true damage back on the attacker rather than converting it back to normal damage like it does atm.

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Bumping this thread … Lets get some more brainstorming… This wants to be next on the devs to do list post Guild Wars imho

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Virtually any change to Oracle class would represent an improvement :laughing:

-#WorstClassEvah

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Well i took a good look at the classes and have made a list of adjusted traits keeping a few that have become the trademark of the class, I read some of the suggestion and had a few ideas of my own , keeping in mind pvp decided to make it so that each class has a counter class to add balance. I used the elementalist as the template seeing as he seems the most used in PvP, unfortunately even after rebalancing took the decision to nerf elementalist third trait and take away its “stun” which imho has nothing to do with the four elements instead gave it submerge self along with entangle and burn which seemed more fitting to me. Classes with “weaker” talent tree combinations recieved stronger traits by way of compensation. I will post everything when i get more time over the weekend.

Stun = Hit by rock = Earth Element

2 Likes

XD great logic… Elementalist is just to powerful. And takes away what other classes bring to the game and ill put this simply for you its dumbs down the game. Ive given stun to other classes where it seems to fit also cleanse bless curse nearly each class applies a status effect good and bad just for diversity.

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Basically yeah, that’s what I thought.

I still think elementalist can have the four status effects it has now, it should just apply one of the four at random. And have a similar percentage chance to apply status effects as the other classes (most of them currently have 25%, which should either get buffed or elementalist should also get 25%). Then it wouldn’t be WAY more powerful than other classes.

Remove the “Stone” talent tree from Elementalist and replace it with something else.

The combination of Fortitude and Rock Solid in addition to everything else is a problem; you’re almost obliged to bring an Elementalist and a way to curse the opposition Elementalist just to neutralize it because the combination added to the current Elemental Force trait gives the class disgustingly high defensive power.

Take those abilities away and make it really vulnerable to an opposition Elementalist? (Plus any number of other troops that could neuter it with status effects?) I suspect that would eat into its’ popularity a fair amount without changes to the traits that will have any number of people howling.

elementalist is fine as it is… leave it be.
other classes and trees need rework

wind and morale tree for example

My idea from very early…

Archer trait: You’re the skull attacker, and attack the weakest enemy instead of the first.
Basically make you looks like an Archer and provide different strategy option.

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I have only two problems with that. Ive always seen skull damage as the hand to hand battle seeing as your first troop applies its trait to skull damage. Thats why archers skull strike has 10% auto kill due to the fact hes so close to his target with his “bow” . I think what should be adjusted to archer is the fact hed take more damage from skulls due to the fact he wouldnt be able to dodge while aiming. But i like the way you thinking.

What branch would you replace it with?

Assuming I’m leaving the other two trees (Water / Storms) untouched?

It couldn’t be “Arcane”, because Frostmage already has Water/Storms/Arcane. But I think “Fire” would be intriguing and still fit the broad idea of the class; it could also set up an interesting talent choice between “Fireproof” and “Insulated” depending on the opposition, although I suspect most players would default to “Insulated” given which status effect is the greater handicap.

Maybe giving it fireblade would push to OP burn & fireblade especially if it kept stun, i think id probably give it forest, which would still make it superior to most classes.