Page 1 of 1

Dual Class System

Posted: Tue Jul 06, 2021 8:12 pm
by Xerrash
Hello Turtles smiling_turtle_head

I noticed most missing lore classes from WoW can be made using combinations of already existing classes!
The way it works is: players replace 1 of their class specializations with another class specialization. This could be done through a quest. here's an example: level 30 Orc Warrior before the quest, has Arms, Fury and Protection specializations.
The Orc Warrior chooses Warlock as his secondary class and chooses the Destruction specialization.
They then choose to replace protection , Now they have Arms, Fury and Destruction.
They can no longer spend points in the Protection talent tree and they lose all their protection abilities.
Instead they get the Destruction talent tree and can learn Destruction skills, like: Immolate, Rain of fire and Hellfire.
You can also learn weapon skills of your secondary class, lets say if your secondary class is Warrior you could learn weapon skills, such as: Swords, Maces, Two-handed Axes, Polearms, etc.
You can not learn new armor classes, that is determined by your main class. You can however learn all
the weapon proficiencies of your secondary class, this includes shields, but excludes wands.
This would change the name of his class to become: Burning Blade, an orc only class that can be taught by Neeru Fireblade (example).
I've tried to make the Dual classes as lore friendly as possible while maintaining reasonable balance.
Here's a chart of dual classes that i came up with.
Image
As additional restrictions, i made some classes race and faction specific to preserve lore friendliness and
forced certain specialization replacements to make classes more thematic.
Also designed with the hybrid tax in mind.
Inspired by the Chronicles of Magic, Warcraft 3 and Vanilla World of Warcraft.

Alliance restrictions:
Ranger: Human, and High elf only.
Battlemage: Alliance only.
Spellbreaker: High elf only.
PotM: Priest/priestess of the Moon, exclusive to night elves.
Ranger: Human and High elf only.
Archer: Alliance only.
Warden: Night elf only.
Rogue Wizard: Alliance only.
Antimage: Replaces Holy, Alliance only.
Lightbringer: Replaces Shadow.

Horde Restrictions:
Spiritwalker: Tauren only.
Witch Doctor: Cannot replace Restoration, Troll only.
Shadow Hunter: Troll only.
Burning Blade: Replaces Protection, Orc only.
Chieftain: Tauren only.
Headhunter: Replaces Protection, Horde only.

Neutral Restrictions:
Cleric: Replaces Shadow. Human, dwarf and Tauren only. Taurens become Sunwalker instead of Cleric.
Dark ranger: Undead and High elf only.
Demon Hunter: Cannot learn Affliction.
Pyromancer: Cannot Learn Affliction, Cannot Learn Frost.
Prowler: Rogue abilities can be used while in Cat Form. Cat Form counts as being unarmed.
Druid of the Claw: Warrior abilities can be used while in Bear Form. Bear Form counts as being unarmed.
Stances can be used during Bear Form, if they mechanically clash with Bear Form, a possible fix could be to turn them into seal spells with infinite duration.
Berserker: Replaces Protection.
Beastmaster: Cannot replace Beast Mastery.
Acolyte: Replaces Holy.

I have more ideas but i'll leave it at this for now.

Re: Dual Class System

Posted: Tue Jul 06, 2021 8:37 pm
by Mrkrissatan
interesting idea but I can't see it happening

Re: Dual Class System

Posted: Tue Jul 06, 2021 9:20 pm
by Talanaare
The idea is really interesting,but i dont think that its gonna be implemented(or if it even is possible to implement)

Re: Dual Class System

Posted: Wed Jul 07, 2021 4:40 am
by Merikkinon
I love the creativity. Really important to have that going. Nice thoughts. Admittedly, those are the ideas that get someone to build their own p-server. And they are very cool thoughts.

Don't give up the creativity.

Re: Dual Class System

Posted: Wed Jul 07, 2021 8:35 am
by Sinrek
You might wanna sell this idea to some pserver who specialize in such intricacies … besides, there's a flaw with a resource for spells and abilities mentioned. How many Rage will be spent on … let's say Immolation and how are you going to cast it in the middle of combat? You'll end up just standing there with 4+ seconds of pushback. This will leave melee classes unviable for casting. Also, there'd be endless paladins with OP abilities or rogues with healing to no end due to their energy regeneration rate comparing to mana…

You'd have to think this through with more than just care.

Re: Dual Class System

Posted: Wed Jul 07, 2021 1:41 pm
by Tobbsu
This remind me of the Final Fantasy XI not bad Ida still I fink that will be to much work for the devs bc it will be pain to balance dead_turtle_head .

Re: Dual Class System

Posted: Thu Jul 08, 2021 9:19 am
by Xerrash
besides, there's a flaw with a resource for spells and abilities mentioned.
@Sinrek Ah yes i guess i should have clarified, You would get both resource bars, like rage and mana if you went battlemage. Casters don't cast better in combat than a warrior would in the base game. You would ideally use your spells to pull with like Immolate, if you don't get the pull a lot of classes have instant cast spells, or you could use crowd control to setup a cast.

Re: Dual Class System

Posted: Thu Jul 08, 2021 12:04 pm
by Mrkrissatan
Xerrash wrote:
Thu Jul 08, 2021 9:19 am
besides, there's a flaw with a resource for spells and abilities mentioned.
@Sinrek Ah yes i guess i should have clarified, You would get both resource bars, like rage and mana if you went battlemage. Casters don't cast better in combat than a warrior would in the base game. You would ideally use your spells to pull with like Immolate, if you don't get the pull a lot of classes have instant cast spells, or you could use crowd control to setup a cast.
I really think you should partner up with someone and make a server, this is far too wild for turtle wow. Maybe add a few custom spells/abilities too

like for example the death knight could heal by doing damage but does more damage the lower health they have

or you could have a healer that does damage but the secondary affect is to heal the target of you target

Re: Dual Class System

Posted: Thu Jul 08, 2021 12:24 pm
by Sinrek
Xerrash wrote:
Thu Jul 08, 2021 9:19 am
besides, there's a flaw with a resource for spells and abilities mentioned.
@Sinrek Ah yes i guess i should have clarified, You would get both resource bars, like rage and mana if you went battlemage. Casters don't cast better in combat than a warrior would in the base game. You would ideally use your spells to pull with like Immolate, if you don't get the pull a lot of classes have instant cast spells, or you could use crowd control to setup a cast.
As I said, this idea will end up like any other server with similar rules for multi-class gameplay. People will just spam OP skills of their choosing and you'd end up with 2-3 most played/most powerful with all others well forgotten and never picked up.

This is not the way Turtle WoW will ever go.

Re: Dual Class System

Posted: Fri Jul 09, 2021 2:08 am
by Xerrash
As I said, this idea will end up like any other server with similar rules for multi-class gameplay. People will just spam OP skills of their choosing and you'd end up with 2-3 most played/most powerful with all others well forgotten and never picked up.
I understand where you're coming from but I have to disagree, if you compare it to a server like Ascension, unlike Ascension this system has restrictions. you still have to invest in your talent trees, and you don't get to pick and choose, you trade one Specialization for another which means there's a tradeoff.
Example: A Paladin chooses to Dual Spec Protection Warrior and replaces Holy, Now he can no longer learn Consecration, Hammer of Wrath, Lay on Hands and Loses all healing abilites, but as a tradeoff can learn sunder armor and taunt etc. Leaning Protection: better for raid tanking. Keeping Holy: better for soloing, dungeons, pvp, it depends on what you wanna do.

Also i think it would mean more for RP and Customization, than it would for meta on a server like Turtle WoW, since thats where it's focus lies.

Re: Dual Class System

Posted: Fri Jul 09, 2021 3:44 pm
by Sandtusk
A skill system with restrictions similar to SWG would be great for rp potential as it would cater to play styles over narrow cut classes.

But any implementation of this in turtle wow wouldn’t go along with the teams original plan. Not to mention the nightmare of work the devs would have to undertake ON TOP of all the work their doing for the exp.