Author |
Message |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/26/2009 16:48:28
|
Thè-Hättêr
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/2387337ba1e0b0249ba90f55b2ba2521.jpg)
Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
Offline
|
ok, first dont hate me..
i have another related topic regarding medics,
i know medics are also monster masters, but my question is why? i think those clases should be separed, i mean there is nothing in common in those classes, now my suggestion could be dangerous to my self preservation but wait i got some idea, lets make the medic more like medic, and the Monster master more like a monster, more monsters to the monster master and more healing skills to the medic..
tomorrow i will post some new skills that may be considerated ...
eitherway, the way i see medic/monster master is as a subclass, right now.. not as a single class.. feelings?
|
"Only a few find the way, some don't recognise it when they do, some don't ever want to."
Cheshire, The Cat
Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.
HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--
thanks road
working on a new skill please support and advice would be great |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/26/2009 18:22:03
|
Elite
Godlike
![[Avatar]](/dcforum/images/avatar/7fa732b517cbed14a48843d74526c11a.jpg)
Joined: 10/21/2007 13:24:50
Messages: 417
Offline
|
Yup... see I told you this was gonna happen, or at least the topic was gonna come up, it was just a matter of time
|
WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)
My skin: Elite(AI)
Most rocket launcher kills: 459 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/26/2009 22:36:28
|
Elite
Godlike
![[Avatar]](/dcforum/images/avatar/7fa732b517cbed14a48843d74526c11a.jpg)
Joined: 10/21/2007 13:24:50
Messages: 417
Offline
|
Look yes probably at the beginning when the server was made and when the medic class was first being brought out, they should of never combined a "Druid" type of class that controls monsters and a "Medic" type of class together. Now seperating them at this point in time is not necessarily absurd but its not the best of ideas especially since all of those high level medics that have dedicated so much time into their class... this will cause a uproar with the medics, maybe not all the medics will oppose this change but their will be few... I'm just thinking of the others
As for me I'm indifferent about this idea of seperation of class
|
WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)
My skin: Elite(AI)
Most rocket launcher kills: 459 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/26/2009 23:10:09
|
Thè-Hättêr
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/2387337ba1e0b0249ba90f55b2ba2521.jpg)
Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
Offline
|
let them put skills in other things, now you might ask but there is not much to put skills if druid take the monster master apart from medic, well im suggesting make the medic more like a medic with more hp skills
|
"Only a few find the way, some don't recognise it when they do, some don't ever want to."
Cheshire, The Cat
Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.
HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--
thanks road
working on a new skill please support and advice would be great |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/28/2009 01:36:48
|
Wail
Rampage
Joined: 09/20/2007 21:14:41
Messages: 183
Offline
|
Elite wrote:
Look yes probably at the beginning when the server was made and when the medic class was first being brought out, they should of never combined a "Druid" type of class that controls monsters and a "Medic" type of class together. Now seperating them at this point in time is not necessarily absurd but its not the best of ideas especially since all of those high level medics that have dedicated so much time into their class... this will cause a uproar with the medics, maybe not all the medics will oppose this change but their will be few... I'm just thinking of the others
As for me I'm indifferent about this idea of seperation of class
I think actually, if the Medic were called the "Druid" instead of the "Medic/Monster Master" that people would not have any issues with the split between different sides of the class. The concept of a "Druid" kind of unifies where the Medic/Monster Master separates.
I mean, okay - Druids in other RPGs are not exactly known for being primary healers but they almost always have some form of healing since it ties into the whole Life/Nature/Health hippie thing. Change the colors on the weapons and the blast/spheres from Medic blue to forest green and voila.
As for whether it makes sense to split up Medic and Monster Master roles? I think it'd be an okay idea to try if it were done with subclasses. I can actually see a fair bit of room for development in both of these lines. But anything that's going to dramatically change anyone's play at this point and not give them a choice about it is ... Well, I don't see a need to do so.
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/30/2009 13:25:16
|
TheDruidXpawX
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/eccbc87e4b5ce2fe28308fd9f2a7baf3.jpg)
Joined: 12/19/2004 18:32:13
Messages: 1946
Offline
|
Originally there wasn't a medic class at all. We added in healing so you could keep your monsters alive.
Would there really be a purpose to a monster only class? Would you really have enough skills to buy as just a medic?
|
Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page
The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.
The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/31/2009 12:54:30
|
Elite
Godlike
![[Avatar]](/dcforum/images/avatar/7fa732b517cbed14a48843d74526c11a.jpg)
Joined: 10/21/2007 13:24:50
Messages: 417
Offline
|
actually yes... i believe people would eventually contribute ideas for the medic class to have if it were to get seperated from the monster class... or if it were to work as a subclass
Perhaps as a medic or aka healer class, the class should have the ability to "ressurect", now I know many will differ with this opinion but it would give the class more of a support role and I do remember putting up this next opinion of mine and no one really paid attention to it, but few people are also saying how the medic will defend themselves... well as a medic, shouldnt that class also be able to do poison attacks as a small offense?
The AM never uses it, and it would fit perfectly for the medic if it were to be seperated... it wouldnt necessarily kill the monsters but it would give the medics a chance to damage the monsters.
|
WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)
My skin: Elite(AI)
Most rocket launcher kills: 459 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/31/2009 13:07:09
|
Flak Monkey
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/7f1171a78ce0780a2142a6eb7bc4f3c8.jpg)
Joined: 08/24/2006 12:21:41
Messages: 1098
Location: Land of great Cheese and Beer
Offline
|
I can see it now: The Beastmaster class.
But, if you think about it, they are exaclty like the Engineers are already, in their own way. They both replennsih health (or sheild for the Eng.) Spawn minions (sentinals) and heal them when needed. Separating the medics would be the same as separating the Engineers to say, only this class can heal shilds and sentinals and another can create them.
|
My current skin After several other skins, I have reverted back to Bender.
Flak Monkey -> Berserker ( 818 )
Flak Junkie -> AM (60)
Monkey Wrench -> Engineer (27)
Favorite quotes:
"It puts the lotion on it's skin, or else it gets the hose again."
"Every morning is the dawn of a new error"
"But why is the rum gone?"
"The brain is a wonderful organ. It starts working the moment you get up in the morning and doesn't stop until you get to the office." - Robert Frost
"Beer has some Food value, but Food has no Beer value." |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/31/2009 13:41:59
|
Thè-Hättêr
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/2387337ba1e0b0249ba90f55b2ba2521.jpg)
Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
Offline
|
yes i must say, i greatly agree with elite, medic could be a healer, with really good healing skills and but not with weapons, and yes he could have the poison blast or stuff like that...
i dont know maybe he could be like somehow the one that makes poison damage, fire damage, lava damage.
now i got an idea, maybe he could have you know the normal medic weapon, and he could have more skills like a poison weapon converter, now as he level up he could get the fire weapon ( i still dont know the propertys but sounds cool) and later on the lava weapon..
and he could have invulnerability sphere ( he is a medic, i still dont know why he dont have it)....
now for the monster class, he could be somehow like a WM but could relay lower on weapons, and maybe the monster class could have more minions, or more monsters... proabably some form of vampirism but not many levels, and lets say LW 1 o 2 ( still unsure) but low deffense no resupply i still haven think about that, but i think ALL dc'ers have good ideas, and maybe they can help...
look guys after all if dru aprove it, maybe we get subclasses ... and if you dont like the separation the madic could get his sublclass again
flak im saying separate em yes they will be weak until we add them skills
|
"Only a few find the way, some don't recognise it when they do, some don't ever want to."
Cheshire, The Cat
Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.
HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--
thanks road
working on a new skill please support and advice would be great |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/31/2009 17:46:33
|
Jefe
Godlike
![[Avatar]](/dcforum/images/avatar/f4dd765c12f2ef67f98f3558c282a9cd.jpg)
Joined: 11/05/2008 22:52:53
Messages: 361
Offline
|
Originally there wasn't a medic class at all. We added in healing so you could keep your monsters alive.
Would there really be a purpose to a monster only class? Would you really have enough skills to buy as just a medic?
I've mainly bought offensive, defensive and healing skills for my character. I have a few of the monster skills, but only the cheap ones.
Elite wrote:
actually yes... i believe people would eventually contribute ideas for the medic class to have if it were to get seperated from the monster class... or if it were to work as a subclass
Perhaps as a medic or aka healer class, the class should have the ability to "ressurect", now I know many will differ with this opinion but it would give the class more of a support role and I do remember putting up this next opinion of mine and no one really paid attention to it, but few people are also saying how the medic will defend themselves... well as a medic, shouldnt that class also be able to do poison attacks as a small offense?
The AM never uses it, and it would fit perfectly for the medic if it were to be seperated... it wouldnt necessarily kill the monsters but it would give the medics a chance to damage the monsters.
I like this idea.. a medic with vast chemical and herbal knowlege. I would love a poison attack, or even the ability to create specific enchanted weapons, definitely poison but perhaps vorpal (low level, no maxing) or null entropy. I think this would also work toward solving the medic weapon spam issue if they were able to reliably create a decent, but not infinite offensive weapon. It would also mean that they would need to be careful with their shots, since splash back wouldn't be beneficial anymore. Whether or not their weapons should be duplicable is another issue. I think it would be nice and go with the chemist concept, but that would overlap a bit with the abilities of adren masters. Resistance to poison and null entropy would also be good skills. Healing other players should also be a faster process (not counting spheres and blasts.)
Resurrection could be a useful skill, but has the potential to become annoying (I've heard REZ PLZ too many times on this server!) But i think it could be good if set up right. I think the cost of resurrection should be related to the level of the character that you want to revive, say 2 or 3x their level in adrenaline and a reasonable amount of XP to go along with it, and their should be limits to how many times you can revive a character. That should probably be based on the match (2-3 times.) If based on waves, it should be once per wave, but an individual medic would only be able to revive a particular player once or twice per match.
Beast Masters would rely on their empathy and knowledge of creatures, as well as have a few mystical abilities. I think a Beastmaster should still have minor healing abilities, but I'm not sure what else to include. Maybe a low level piercing weapon/ability because of their knowledge of the weaknesses of monsters? I'd suggest more damage off of headshots and the like, but that would only work on nalis because of the way collision is set up on monsters. A few custom pets would be very nice, and some with different abilities, such as healing or otherwise buffing the beast master, or even other players. I also play KoL where familiars are a very important game mechanic, and that concept, especially pets of different functions, might translate well to the BeastMaster. Just some thoughts.
|
The new DC server:
 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/31/2009 18:32:32
|
Elite
Godlike
![[Avatar]](/dcforum/images/avatar/7fa732b517cbed14a48843d74526c11a.jpg)
Joined: 10/21/2007 13:24:50
Messages: 417
Offline
|
Well I have some thoughts on the "beastmaster"... if a separation were to take place, and I have already given my ideas for the healer class, the monster class should be perhaps an offensive class? but limited... lets say they are just not to be as powerful as a WM
Okay my idea is to obviously give them the ability to spawn monsters but I don't think they should be able to heal the monsters, that is more of the medics job. If they were to be able to heal their own monsters, then why would you separate them in the first place? These could be some of their abilities:
Monster Vamparism
Monster regeneration (like it kind of is now)
A new ability( I don't know of a name yet... but this ability could increase the number of pets you can spawn, starting from 1 to 3 or 4 perhaps)
These two abilities would help them act as an offensive player but yet I propose they shouldn't have any resupply, because in order to cope with that, I also suggest as their main attack, for them to be able to change into a monster themselves. Kind of like morphing maybe the ability could be called "METAMORPHOSIS", sounds kinda right. Now this idea has a lot of potential to work, but it might need some tweaking... Maybe the strongest monster they could become is like a warlord or so?
Maybe abilities to go with the Metamorphosis would be:
Advanced Monster Damage or Reduction? (so you would only get this extra damage or reduction if you are in your monster state... so if you are not you will not get any extra bonus, sound fair?)
Also an interesting thought I've had ... what if once your a monster yourself... you can upgrade from being a normal warlord to like a beam warlord or like a null warlord, you know to make things more interesting.
|
WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)
My skin: Elite(AI)
Most rocket launcher kills: 459 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/31/2009 22:06:01
|
HighwratH
Rampage
![[Avatar]](/dcforum/images/avatar/fccb3cdc9acc14a6e70a12f74560c026.jpg)
Joined: 07/01/2006 13:01:46
Messages: 163
Location: AZ
Offline
|
I would play a "beastmaster" character if I could morf into a beast myself! That sounds fun!
|
You better call Kenny Loggins. 'Cause you're in the danger zone!
Desert_Wrath: de-zert_rath
Desert:arid land with usually sparse vegetation
Wrath:strong vengeful anger or indignation
My Skin: Homer 2009 |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 08/31/2009 23:52:34
|
Thè-Hättêr
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/2387337ba1e0b0249ba90f55b2ba2521.jpg)
Joined: 06/09/2008 23:49:41
Messages: 615
Location: Mexico
Offline
|
this is what i have in mind..
long ago i saw a post comparing invasion with D&D, saying that WM are the tanks AM are wizards and so on..
well here is what i see beast masters could be a ranger (or druid?), but in this version the ranger magic skills are be shiftshape into monsters, i mean rangers come from the wilderness so the monster master, now the offensive of the monster master could be good but not as good as the figher ( aka WM)
do u know what i mean?
and to continue the medic is well a cleric... and if there is any dungeon master they could tell medics do have offensive abilities and all their spells goes like add a higher chance to score a crit, or higher chance to hit, or def bonus, healing, resurect * and few or almost non spell that deals damage ..thats what im seeing..
*resurect.. i have think about this skill and it may or may not be included, but i have two ideas. first the medic can resurect people but, he cant resurect guys that pass his level, neither he can do it 2 or 3 times per match. second, medic might resurect people but you know what, he might not...( 50% 50% lets say) and he might buy levels in resurection, (after all at least in D&D there are two spells for resurection), and the resurection skill could be random, so no one gets angry ( why didnt u ressurect me insted of ..)
|
"Only a few find the way, some don't recognise it when they do, some don't ever want to."
Cheshire, The Cat
Alice and the Hatter: Quotes: Alice in Wonderland
Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
The Hatter: Why should it? Does your watch tell you what year it is?
Alice: Of course not, but that's because it stays the same year for such a long time together.
The Hatter: …which is just the case with mine.
HERE IS MY NEW SKIN ... please take time to download it
MY SKIN--
thanks road
working on a new skill please support and advice would be great |
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/01/2009 04:05:50
|
DrNathan
Joined: 06/21/2008 07:03:59
Messages: 13
Offline
|
I like the idea of medics having the resurect skill and personally i think that they should have to spend say 50 adren and 100 of their own health to spawn somone with 100 health and so on(this will have to be at random as the hatter said) this will also have to come with some exp bonus. But if this happened and the medics wepon got taken away then the medics would have no way to reheal themselves. And once again there is the issue of how a medic would defend for itself and kill monsters would be needed.
Also the idea of a beastmaster being able to change form into a monster does sound rather good although they will have way too many icons (1 for each monster to spawn and 1 for each monster to change into and all of the "kill last summoned monster" icon and so on.)
For the beast master what if you spawn as a low lvl monster at wave 1 and you only had one icon to change and one to change back, then when you kill more and more things then your lvl monster that you can change into also get into a better monster this would get rid of the mass amount of icons that they would gain. (obiously you would have to spend some adren either when you are in form or just when you change)
|
|
 |
![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 09/01/2009 06:05:42
|
Szlat
Wicked Sick!
Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
Offline
|
Changing into a monster form could be fun. However:
We will need to clearly distinguish players from both enemy monsters and friendly monsters - so distinctive skins will be required. Or limit it so players can only change into monsters which cannot be spawned or occur in invasion
Will players be limited to the natural speed of the monster, or do they keep their own player speed. ( A brute would be better at the player speed, a vampire gnat better at the gnats speed )
If someone changes into a skaarj for example, then I presume they will not be able to fire flaks, links etc and will be limited to the monster's natural weapon
Since there will be no ammo pickups for the monster's weapon, then all monster weapons will need to be infinite. Will this make them too powerful?
Will we still allow pickps like DD, shield, health to work? I presume so. What about artifacts like triple damage, globe, rod etc?
Will the monsters weapon have a random chance of having a magic type (e.g. null entropy), or will that be a standard feature of that monster type? So you might be able to change into a Null Warlord or a Vampire Warlord or a Lucky Warlord or a Damage Warlord or.....
If the monster weapons are infinite, will they still be able to berserk?
Currently some monsters do not hurt other monsters of the same or a related species. Will this need to change?
|
|
 |
|