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What's YOUR preferred new race-class combo for next xpac?!Follow

#1 Aug 09 2013 at 12:50 PM Rating: Excellent
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I read that the next expansion will include a new race-class combo that players can vote for. What combo would YOU like to see best?

I vote for DARK ELF RANGER.
I've been reading the early Forgotten Realms novels and I do like the character Drizzt. Altho while he's described as a ranger he hardly ever uses a bow, at least in the first few novels...



Edited, Aug 9th 2013 5:22pm by Sippin
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#2 Aug 09 2013 at 1:54 PM Rating: Excellent
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I always thought a vah shir paladin would be cool, but they're agnostic so I don't think that will ever happen. Another would be necromancer high elves, it would be interesting if they were treated like the heretic erudites. I remember seeing this high elf necro npc in Highkeep, I always wondered what was her backstory.

As for dark elf rangers I can see that happening even as followers of Innoruuk.
#3 Aug 09 2013 at 2:24 PM Rating: Excellent
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Gnome monk.

Because I let someone do that in AD&D long ago and it was awesome.
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#4 Aug 09 2013 at 5:19 PM Rating: Good
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I would have rolled a dark-elf ranger if possible years ago... but I have some wonderings:

-are they only going to add one "taboo" combo? (WoW added 1 to nearly every race when they did this an expac cycle ago). If so... too bad because Dark Elf ranger will likely get voted in. The thing is The ability to buy the dark elf illusion mask with a gold ticket has somewhat trivilized any Dark elf "odd class". I know it is not the same, but it is close.

For the same reason a new wood elf class isn't as satisfying. Personally I would have allowed wood elf shamans, beastlords, and monks ages ago.

Gnome/halfling monk seems to be the funny choice for a lot on the official boards (not citing Bijou here), but my fear with that is it won't be played (if it is the only choice activated).

New rogue, bard or enchanter would be terrible as "just one" addition as they can pretend to be anyone already.

If we only get 1 taboo... it has to be something Iksar.
Iksar druid or ranger... would be amazing.
Iksar wizard or mage... I would finally play either class past level 20 (lol).
Iksar berserker... should have been done with GoD (Iksar rogues should have been done in Kunark considering half the outcast Iksar npcs are rogues).

My hope is we get way more than one... I think the shortest way to say it is by race:

Humans- fine as is. Drakkin get everything human get... this is fine. Half-elf should get everything humans & wood elves get (instead of the limited choices presently)... with full range of deity options. Lore-wise this is one of the best spots to blur things (i.e., mom was a druid, dad was a rogue, I am a druid of Bristlebane!).

Dwarves, Trolls, and Ogres have so little class options. I get it... rangers were cast as "good deity", but surely trolls would have woodcraft too?

Dark elf: have great class range presently, and will most likely get ranger voted in. Maybe just tag "evil" rangers as huntsmen/huntswomen with a couple of spells different?

Erudite: add warrior.... and add deity choices to the existing classes. I want to be a wizard/mage/enchanter of Paineel! (Not pally & sk though at that ruins the Paineel vs. Erudin storyline).

Gnome & halfling... lore wise you could do an event where one of these races was taught how to be beastlords. I could see people playing that. Evil halfling NPC exist in the game as well... there's a huge can of options to open there if they dare (deity inny, home city Neriak foreign quarter...)

High elf are smart enough to do anything, but to proud to go tribal. An in game event could open up the evil options there... but it would need to be well-crafted.

I said it a long time ago... tons of missing class/race combos could be in-lore accomplished simply by using the "heritage" tab (if you've ever made a Drakkin) and applying it to older races. Coldain Dwarves have knowledge of most classes. Broken Skull pirates cover several races. Who is to say that the agnostic halflings of Luclin aren't into a bit of necromancy?
#5 Aug 09 2013 at 5:43 PM Rating: Excellent
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snailish wrote:
Iksar berserker... should have been done with GoD
This; times, like, 8 billion.
snailish wrote:
but surely trolls would have woodcraft too?
Stonecraft I would think.Smiley: laugh

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#6 Aug 09 2013 at 6:26 PM Rating: Excellent
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snailish wrote:
Gnome & halfling... lore wise you could do an event where one of these races was taught how to be beastlords.


Oh yes, a Gnome Beastlord with a Halfling pet, awesome!
#7 Aug 09 2013 at 6:32 PM Rating: Good
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KEC wrote:
snailish wrote:
Gnome & halfling... lore wise you could do an event where one of these races was taught how to be beastlords.


Oh yes, a Gnome Beastlord with a Halfling pet, awesome!


If they did something ridiculous like gnomes with halfling pets.... there would be thousands of them for a few days lol. This is where my sense of humour and SOE diverge... I'd implement gnome beastlords with halfling pets, while pretending that "clockwork squirrel" or whatever was the intended warder. I'd play dumb for a few days with "It has come to our attention that some players are viewing the new clockwork squirrel as a halfling model. We are investigating this bug" and then leave it for a few month until actually fixing it.
#8 Aug 10 2013 at 4:17 AM Rating: Good
Sippin wrote:
I read that the next expansion will include a new race-class combo that players can vote for. What combo would YOU like to see best?


That's not correct. They are planning to open up new race-class combos as part of the 15 year anniversary in March, not as part of the expansion. There will be polls on the forums in the next few months to see what the fans want most.
#9 Aug 10 2013 at 5:37 AM Rating: Decent
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amastropolo wrote:
Sippin wrote:
I read that the next expansion will include a new race-class combo that players can vote for. What combo would YOU like to see best?


That's not correct. They are planning to open up new race-class combos as part of the 15 year anniversary in March, not as part of the expansion. There will be polls on the forums in the next few months to see what the fans want most.


You are correct, sir... my bad. But let's still discuss it here! ;)
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#10 Aug 10 2013 at 6:34 AM Rating: Good
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Dark Elf Ranger, KOS to all goodies.
Ogre Wizard, not a cloth wearer though
High Elf SK, outcast from Felwithe.

Basically many good possibilities but they need good lore. Like not starting in Mines but in some kind of origin story.

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#11 Aug 10 2013 at 7:55 AM Rating: Decent
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Reyla wrote:
High Elf SK, outcast from Felwithe.

Basically many good possibilities but they need good lore. Like not starting in Mines but in some kind of origin story.



Easy. For the origin, High Elf Paladin falls in love with a Dark Elf vamp Necromancer. "If you truly love me, you must love my path in life". OR Male simp does whatever to win sexy female. The rest is history (lore)Smiley: lol

Edited, Aug 10th 2013 10:00am by KEC
#12 Aug 10 2013 at 8:49 AM Rating: Good
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Reyla wrote:
Dark Elf Ranger, KOS to all goodies.
Ogre Wizard, not a cloth wearer though
High Elf SK, outcast from Felwithe.

Basically many good possibilities but they need good lore. Like not starting in Mines but in some kind of origin story.



I like all 3 of your suggestions. Inny added as deity choice for Half elf rangers if Dark elf rangers come in would be my added thought. In fact... evil half elves all around! Fill up that foreign quarter of neriak. (and yes, before someone says it... "half elves are WOOD ELVES + human". Well, my momma was inky... so says Nightcrawler).


I agree on ogres not wearing cloth... for appearance. (This has sometimes been cited as a reason for not being able to add caster classes to the several races with no active cloth armor models). Considering they had the foresight to make all armor models for Erudites (no leather classes creatable but rogues look fine wearing the illusion mask) it's a shame they didn't code everything in the beginning...

I think the sublime solution is to take all the no-cloth races and make their current leather look also the default for cloth. I would prefer them to put in the extra work of actually making new cloth models, but conceptually speaking it should be way less work to copy/paste the leather appearance code into where the cloth code is currently missing. Even if they didn't templatize the armor coding for each race... it would still be less work than retrofitting 19 expansions worth of non-cloth to suit ogre mage itemization (as the example). Make the velious leather the default cloth look for these races and you've got differentiation as well.

This would also fix a whole bunch of illusion bugs. Last time I played my chanter I had to carry around a cloth shirt with the leather model if I wanted to be wearing clothes with many of my illusions.

Edit: check out develop Dzarn's post in this o-board thread . If you click on his two links you get to see an Iksar Berserker and a Halfling Beastlord in a half robe?

Edited, Aug 10th 2013 11:23am by snailish
#13 Aug 10 2013 at 12:44 PM Rating: Good
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Since paladins and shadowknights are basically opposing manifestations of the same magical concept ("knights"), kinda like Superman and Bizarro, or Green Lantern and Sinestro, why not introduce a quest, available to every member of the class, upon whose completion permits the player to "cross over" to the opposing class. So, a dwarf paladin could "go bad" and become a shadowknight, and an ogre shadowknight could "see the light" and become a paladin. Make the quest itself rather challenging, requiring faction work, etc. and add some bumps in the road after its completion since inevitably a dorf SK or ogre pally would meet NPCs who would be skeptical of their claimed new spiritual inclinations.

A pipe dream, of course, but interesting to contemplate and not inconsistent with game lore, really.
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#14 Aug 10 2013 at 3:30 PM Rating: Excellent
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That'd require way too much for the small... and shrinking EQ Dev team Sipp.


Barb Druid would make sense to me, since they already live in a type of harmony with the lands

More cleric/race combos too... doesn't make much sense that all these gods with their followers wouldn't have clerics.

I agree on Iksar Beserker, why no Iksar Rogue though? (can't do an iksar Bard, they roll the S's too much :S)

I think the restricitons on the punished races makes sense (ogres are idiots, makes sense they're restricted to more basic classes)

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#15 Aug 10 2013 at 5:01 PM Rating: Excellent
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There's problem with making a new iksar whatever, and that is is fitting them inside the city and creating a new cultural weapon like they did with iksar beastlords.

Unless they're going to be lazy about it and just chuck them into Crescent Reach. Might as well make them be able to choose another diety, like the converted iksar cleric you find in burning woods during the cleric epic 1.0.
#16 Aug 10 2013 at 5:03 PM Rating: Good
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LuckyPoseidon wrote:

I think the restricitons on the punished races makes sense (ogres are idiots, makes sense they're restricted to more basic classes)



Oggok Ogres yes... but if they use the heritage tab, extend the current in-game lore oh-so-slightly and add "heritage: Rallosian" (may have spelt that wrong) you've basically got one of the craftiest races on Norrath. Ogres were punished for reaching too high no? The remnant on Norrath is the reminder of that. They could easily have refugees from the upcoming Plane of War (rumoured to be in Fall of the Forsaken) bring the brains back (and therefore all the missing caster options) as it were.

Someone on O-boards said "Just all/all it with a disclaimer for the combos that will be really hard to play". Their example was a troll ranger would have a ton of factioning to do (and probably still need illusions) to do any pre-PoP ranger stuff, especially if they implement them with evil deity. Allow trolls a good deity... then you create interesting home-city factions issues. Probably solvable with such types spawning out in the newb area by the one npc (gm) that tells them they are a cultural ***** up and have chosen a hard road.

the above is pretty radical, but could work. I remember when the character generation screen told you the relative difficulty of your choice --I miss that, though it was misleading iirc. As well, It shouldn't be that hard to put a toggle on the character creation screen for "original restrictions" on or off. Make it a "Gold Member only" feature or a SC upgrade for lower accounts... there it just paid for itself.

If playing an Iksar wizard meant you started out in Lake of Ill Omen with the 1 gm and 1 merchant to talk to... and an entire continent hostile... that's an interesting hook for some people. Others of course, could just go tutorial/Crescent Reach and bypass the faction related content altogether (aside from some epics).
#17 Aug 10 2013 at 5:13 PM Rating: Excellent
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All in all, I think Pre-PoP will play a very small role in deciding what class/race combos will become available, I honestly hope they don't stray too far from Lore as its one thing i really enjoy about the game.

I'd rather that they introduce class/race combos that can live in their home town, but I honestly think if they do go with any Lore-upsetting combos your only option will be Crescent Reach, in all reality.

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#18 Aug 10 2013 at 5:20 PM Rating: Good
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Wizorb wrote:
There's problem with making a new iksar whatever, and that is is fitting them inside the city and creating a new cultural weapon like they did with iksar beastlords.

Unless they're going to be lazy about it and just chuck them into Crescent Reach. Might as well make them be able to choose another diety, like the converted iksar cleric you find in burning woods during the cleric epic 1.0.


I think Cabilis is one of the easiest old cities to work with. There is precedent for moving NPC around to "make space" in both east and west iirc. They could group up a few of the basically useless "flavor" merchants and create a ton of spaces for class-clustered npc.

Iksar berserker would need a real guild room/hall with proper slate of npc as they make sense.
Rogues can be hidden wherever... even out in Field of Bone or Lake of Ill Omen (such as the ruins approaching the Cabilis entrance).

Other classes it depends if they are Cazic followers or not really. That depends if they are doing lore work to make such make sense --it's quite doable... for example a plague breaks out in Cabilis, everyone is dying. A bunch of Dwarves come under flag of truce and save the day. Young Iksar turn to Brell/Rodcet Nife as a result, accepting the teachings of the outsiders. All the Iksar of Brell/Rodcet Nife would be in simplified newb hub in Lake of Ill Omen (look to what they did for Frogloks in Rathe) as they are not fully accepted by the militant elders who nonetheless respect the debt owed to the softskins and their different teachings.

If they go easy mode and just all class Iksars as Cazic followers (which is fine, they've eased up on the agnostic option since Vah Shir were put in even though certain classes always had this choice in the older game... wizards, warriors, enchanters...etc.) they will just have to squeeze them in the city. As the new disciplines of the Iksar, one would accept that they dont each have giant guild halls.

As far as cultural weapons go... more class options is a win by itself. The weapons were put in when it was though epics were too hard for Iksar to do. We now know that is not the case. Beastlord got it to keep Cabilis balanced (done the quest... great item at its level for a long time). However, the game is so far past these weapons it shouldn't be a stumbling block. The only way this is an issue if for a brief window of time on a future progression server, if they allow the newly open classes open from the get go. If they lock them out until after OoW... then no one should care.
#19 Aug 10 2013 at 5:42 PM Rating: Good
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LuckyPoseidon wrote:
All in all, I think Pre-PoP will play a very small role in deciding what class/race combos will become available, I honestly hope they don't stray too far from Lore as its one thing i really enjoy about the game.

I'd rather that they introduce class/race combos that can live in their home town, but I honestly think if they do go with any Lore-upsetting combos your only option will be Crescent Reach, in all reality.



I basically agree with what you are saying. Lore as it currently stands vs. lore hinted at vs. layering new lore can make a lot of things possible. Supposing that they won't put the story time into this to give new lore/logic... then I am 100% behind no illogical-lore-upsetting new options. But what is actually completly lore-breaking? I think the "allowed in home city" is a decent filter to apply. Here's my list... Others please help correct/comment:

Dark elves: made by inny by corrupting wood elves?... pretty short lore stretch to have all wood elf classes + evil choices as they are. A dark elf ranger of inny should be able to wander Neriak. Make that a good deity... not so likely. Remember there is halflings in the foreign quarter...
Trolls: aside from giving inny/cazic choice for all classes and putting Neriak foreign quarter back as a home city option... I don't see anything class to add.
Ogres: needs in-game lore to make adding things make sense (could be the Rallosian thing I mentioned earlier in the thread, or what Jophiel describes about the Luclin model explanation in a post below this).
Frogloks: already had inny added with rogues, sk... several existing classes could be given the inny option (wizard). Enchanter & Mage could be added here. Monk would be goofy but does work.
Humans, drakkin... have enough.
Halflings: got ranger added (druid too?) after original launch. Without an event (i.e., barbarians come and teach them shamanism) doesn't really make sense for them to get shaman and beastlord... but probably the least intrusive addition that could be made. Int casters really dont fit. There is evil/neutral halflings in the game... so I guess it depends if you let them start in Neriak foreign quarter or the bad parts of Qeynos/Freeport.
Wood elf... almost the same logic as halfling really in respects to int casters. Cleric wouldn't be out of line added here though, and Paladin. Maybe monk...
High elf... could open up a ton of options with some lore splintering them (other deity choices)... warrior is probably the only not overly intrusive change that could be done.
Vah Shir... monk actually fits here far better than the gnome/halfling posts that are popular. Cleric could work too. An event allowing them to worshop Luclin would help... then you could do Paladin, SK... (shadows and balance are her thing right?)
Dwarves... get visited by someone from Thurgadin and learn every class. Thurg dwarves are very learned. EASY lore connection here.
Gnomes... without storyline added they already have lots of choices...
Barbarian... as long as they are good-deity it is hard to extend them anywhere. Cleric, paladin I suppose. Need major story to give them int casters or evil classes. Bard... bard could work here.
Erudites... need warriors, and need deity options for the non necro/sk/pally classes they already have. Basically more heretic classes.
Iksars... I posted above how easy I feel all classes could fit here, some more obviously than others.
Half elf... all human classes + all wood elf classes would give them everything but berserker? Should have been done in beta...


Edited, Aug 11th 2013 8:06pm by snailish
#20 Aug 10 2013 at 5:57 PM Rating: Excellent
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Speaking of weapons, I hope they decide to let druids use defiant scimitars. The fact that they currently don't is beyond stupid.
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#21 Aug 11 2013 at 5:20 PM Rating: Excellent
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Back when Luclin came out, SOE hinted that the new, less retarded looking ogre models had something to do with the ogres slowly casting off the curse of the Rallosian races. While this was never followed up on and was probably just to wave away questions about the non-butt scratching models, I could see a plausible story line bringing necromancers to Ogguk. They already have Shadowknights after all.
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#22 Aug 11 2013 at 6:33 PM Rating: Excellent
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Dark elf beastlord with a spider pet.
This pose actually written by Jonwin. Forgot I was on Elne's account.

Edited, Aug 11th 2013 8:34pm by ElneClare
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#23 Aug 11 2013 at 7:51 PM Rating: Excellent
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Jophiel wrote:
Back when Luclin came out, SOE hinted that the new, less retarded looking ogre models had something to do with the ogres slowly casting off the curse of the Rallosian races. While this was never followed up on and was probably just to wave away questions about the non-butt scratching models, I could see a plausible story line bringing necromancers to Ogguk. They already have Shadowknights after all.



I think they should keep them as is, releasing the curse would mean that the Ogres would try to retake the planes.
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#24 Aug 11 2013 at 11:56 PM Rating: Excellent
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LuckyPoseidon wrote:
I think they should keep them as is, releasing the curse would mean that the Ogres would try to retake the planes.

People take the Planes on an hourly basis these days Smiley: wink2

But I was referring more to a degradation of the curse rather than a complete removal. Again, Ogres can learn enough necromatic magic to become Shadowknights, it's not much of a jump for them to be necromancers. Low INT, high STR/STA necromancers in the same fashion that Erudites make for high INT, low STR/STA Shadowknights. Heck, I'd blame it on the gods being distracted by the incursion into their planes by every yahoo under the sun these days.
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#25 Aug 12 2013 at 6:53 AM Rating: Decent
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Jonwin wrote:
Dark elf beastlord with a spider pet.


Love the idea of a DE Beastlord, don't like spiders at any time.
#26 Aug 12 2013 at 10:00 AM Rating: Excellent
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KEC wrote:
Love the idea of a DE Beastlord, don't like spiders at any time.

We can counter it with a halfling Beastlord with a giant wasp pet.

Good lord, can you imagine having to hear that buzzing in your ear 24/7?
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