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  #1131  
Old 01-25-2017, 03:31 PM
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I added 4 new monster types, 1 new NPC class, and 5 new clans to the Zombasite expansion today.
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  #1132  
Old 01-26-2017, 03:51 PM
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Today I added 6 Zombielords to the Zombasite expansion.
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  #1133  
Old 02-02-2017, 01:34 PM
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In the Zombasite expansion, you will be able to set more specific NPC focuses, like telling your Weaponsmith to work on 1 handed swords.
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  #1134  
Old 02-03-2017, 03:43 PM
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Started seriously thinking about what, if any, new classes I should add to the Zombasite expansion today. As usual I'm open to suggestions.
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  #1135  
Old 02-07-2017, 02:45 PM
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I think I might add a Bard as a new class in the Zombasite expansion with Minstrel, Illusionist, and Sage specialties.
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  #1136  
Old 02-07-2017, 06:28 PM
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This would finally allow me to live my dream of creating a hybrid Warlock/Folk Singer who slays with the power of music and a backing band of summoned creatures.
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  #1137  
Old 02-07-2017, 07:49 PM
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I was going to perhaps stall working on my post for a bit longer. BUT, since you're saying you have an idea... I have to RUSH IT OUT NOW ASAP IMMEDIATELY! Here is the post I was working on (also small side note: I find it quite cool that you came up with Illusionist, as that is one of the classes that I came up with. Though, we probably came up with entirely different skills.):

The more I wrote class ideas, the more I felt 'this won't work'. It really just is too hard (for me) to create and balance a completely new class with 3 subclasses as the game currently is. So, I took a different approach.

It may be better to just add subclasses individually that can be used to create new hybrid combinations. I feel that what players want, or at least I do, is just more class options/variations. If I had to choose between none and some, I'd take some. So, I made a list of subclasses that would be cool to add to the game. I tried not to be too specific and focused only on elements that form the theme of the class. I hope that they perhaps spark some ideas as to a class for you Shadow. But, if they don't, then it can't be helped.

My disclaimer of course is that this probably wouldn't fit into Zombasite as it is. And, there are more mages because my 'dream class' was going to be "Mentalist" that was a combination of Illusionist, Charmer and Auramancer (I simplified it quite a bit for here because I want to include it). And, I wanted to add a few more truly defense oriented classes.

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Mages
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Illusionist: Uses powerful magic to charm and trick both friend and foe alike!

(1 point ) Blind - Blind a monster. (Level of monster that can be effected scales with skill level. Can be resisted as well.)
Illusory Viper:
(4 point) Smoke Cloud: Create a large cloud of fog that makes both friend and foe undetectable to all inside. (Even the caster!)
(6 point) Invisibility: Turn completely invisible to pass by everything with ease.
(8 point) Doupleganger - Create a copy of yourself with your skills to assist you. Has % of your health equal to skill level. (5 second duration, starts at 20% hp... increases by 5% per level)

----------------
Charmer:

Similar to summoner, but not quite the same. Cast 'charm' on monsters to take control of them for a period of time. Can be cast on monsters again to refresh duration. Balanced heavily by amount of mana one has and one's mana regen.

(1 point) Charm: Base Duration: 30 +1 per level.
Generic Monster Buff Skill: +3-5% all stats per level.

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Auramancer:

A powerful aura based magician, capable of using auras to buff, debuff and smite! This subclass is unique because auras drain mana over time, rather than exist as constant permanent buffs. Thus, being able to maintain them is a true challenge, enough that it is better to strategically turn them on and off as desired.

First Set: Elemental Auras.
(2 points) Aura of Frost - Adds frost damage to attacks of self and all allies. Additionally, grants frost resistance. Makes attacks chill.
Aura of Lightning - ^, just lightning themed and flat bonus lightning damage on hit.
Aura of Fire - ^, just fire themed and short, but higher dmg per second dot dmg on hit.
Aura of Poison - ^, poison themed and long, but lower dmg per sec dot dmg on hit.

Alternatively:
(2 points) Aura of Guarding - Increases resistances, defense, armor.
Aura of Offense - Increases physical damage, attack speed.
Aura of Hurrying - Attack speed, movement speed, cast speed.

(8 points) Aura of Disintigration - Deals damage equally split into phys and all of the the elements to all nearby damages. Leveling ability increases damage and radius of aura. Balanced by high mana cost to sustain.

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Time Mage:

(1 point) Haste: Attack speed, movement speed, cast speed.
(1 point) Stasis: Freeze a minion in place. (Per level points scales effectable monster level)
(4 points) Dodge (Passive +Defense): High speed increases your reflexes to dodge monster attacks periodically.
(8 points) Rewind: Quickly teleport back to where you were 2 seconds ago with your health, mana, stamina and cooldowns (excludes rewind) at that time (60 second cd).

----------------
Blood Mage:

A true offense class that sacrifices it's own blood to deal formidable damage. Starts with trait Blood Magic!

Adds new 'blood' element (or 'water' if we want to be somewhat realistic)

(1 point) Blood whip: Shoot out an extremely fast stream of blood that arcs out in front of you. (Appeal to this is that it will hit the target you select, and also potentially hit others within the path as the whip travels. But, the whip arcs randomly, so controlling this will be hard!)
(3 points) Drink Blood: Drink the blood of foes from their corpse to heal yourself.
(4 points) Blood Pool: Create a pool of blood that deals damage over time to anything standing on it.
(8 points) Rend Flesh: Attempt to rip the blood out of any living creature, thus ripping it apart! (Only works on entities with blood.)

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Rouges
----------------

Negotiator (or Clan Master):

A true support subclass with low offensive ability.

Skill Ideas:
Can bribe monsters that hold clan members hostage to release for cheaper.
Better prices during clan trades.
Starts with a 'black market' in town that is a permanent shop. Items refresh on world change and day change. Prices are higher than normal. Not invulnerable (has to be defended).
Better victory rewards.
Better clan relations

----------------
Ninja! - Sometimes generic/cliche is good!

A class that focuses on short spurts of power to destroy foes. Also, uses stamina instead of mana to fuel its abilities!

- A True Ninja: Ninjas only operate best within the darkness. Thus, they suffer major penalties to everything when outside during the day. However, whenever they enter shadows (houses, underground, night time), they gain boosts to everything! (Could have interesting effect of changing class title the higher this skill is, Novice to Ninja Master!)

- (1 points) Shadow Strike - Strike from the shadows to attack your enemy. (Generic attack ability, but uses stamina!)
- (2 points) Meditate - Meditate in place to recover stamina. (Moving or attacking breaks channel)
- (4 points) Generic Stamina Passive
- (6 points) Shadowstep - Quick run to another location (500% ms or some insane amount). (Drains stamina rapidly!)
- (8 points) Focus - Enter a state of pure concentration for a short period of time to increase lethality greatly. (Dmg, as, ms, cs, dodge, evasion, etc. increased).

Should also get throw shuriken ability. But, that's already used, so idk how that would work.

----------------
Tempest - A fierce lightning themed archer that uses speed and lethality to destroy foes. (Stealing some PoE essence here, hehe)

Electric Arrow: Fire an arrow that deals additional lightning damage to foes hit.

- (4 points) Passive: Flurry - Increases attack and cast speed per level
- (6 points) LightningStep - Quickly run to another location (500% ms or some insane amount). (High mana cost)
- (6 points) Passive Upgrade: Multi-Arrows - Modifies Electric Arrow to fire additional arrows per shot. Always shoots arrows individually in a cone. Enemies may only be hit by one arrow per attack. (-49% skilll damage, +2% dmg per level, additional arrow every 5)
- (8 points) Passive Upgrade: Chaining Arrows - Modifies Electric Arrow to chain to additional foes when hit. (Per Level = +dmg) (-49% skill damage, +2% dmg per level, additional chain every 10 levels)
- Shocking Field: Shock an area so that monsters within it take additional lightning damage.

------------------------
Warrior / Warrior-Mage
------------------------

----------------
SpellBlade

A powerful swordsman that uses magic to strike down foes.

(1 point) Forward Strike: Shoots out a beam of light to strike all foes in a line.
(4 points) Sacred Cross: Swings blade to attack everything within a cross shaped pattern in front of the Spellblade.
(8 points) Sweeping Finale: Attacks everything within an AoE centered upon the SpellBlade.

Generic Sword Passive.
+4 intelligence per point passive.

----------------
Demolisher (or Crusher, or Annihilationist, or Executioner)

An extremely potent warrior that uses magic purely for the sake of strengthening its abilities. Due to the sheer power of its abilities, it needs to rest after each attack.

Passive: Incredible Blows - Increases damage done per attack by 25% per point. But, adds a global cooldown period after each attack before one can attack or use skills again. (Clearly favors 2-handers)

(2 point) Hefty Strike: Attack at a foe with a magically imbued strike. (1 second global cooldown).
(6 points) Decapitate: Any time a foe has less than 20% health, use this ability to gruesomely cut off its head, ending its miserable life. If the monster doesn't have a low enough life, then apply a stacking DoT instead. (1 second global cooldown)
(8 points) All or Nothing: Smash a foe with your full ability. If this kills the monster, it explodes to deal massive damage to other monsters. (5 second global cooldown, 15 second cooldown on this ability itself)
Generic mace and 2-handed mace passives.

It's a pure melee class, so I don't think it would be very good in hardcore (like all melee). But, I have to appeal to everybody right?

----------------
Duelist

Again, generic. But, a truly viable pure melee that could fit into the game.

(1 point) Challenge: - Marks a target as your enemy to kill. Grants many perks again the selected target. Also, abilities can only be used against challenged targets.
(1 point) Forceful Blow: Hit your target with enough force to knock it back. (+distance & dmg per level)
(2 point) Parry: Increases parry each level.
(4 point) Battlefield Dancer: Quickly dash to a nearby location. (1 second cooldown (?), Max distance scales with level) (Could be an interesting alternative to pure ms buffs is my thinking)
(8 points) Arena: Creates an arena around you and your target while forcefully pushing everything else away from it. (Arena has health that scales per level. Lasts forever. 30 second cooldown.)

----------------
Some more 'simplified' ideas:
----------------

New item 'claws' that have implicit bleed. Then you could have a mauler, pure melee class that focuses on attack speed and bleeding damage. I was also thinking that a flute might be an interesting 2-handed weapon for the illusionist, charmer, negotiator classes. Or, perhaps orb for auramancer, illusionist, charmer. For tempest, ideally I'd want a 'short bow', lower damage but even higher attack speed. Sniper could also work (thematically high damage low attack speed with crossbows).

I feel like there is a lot of creative space for the game and I tried to add a lot of variety with my suggestions. (Nothing like lightning archer, fire archer, poison archer, etc.) For example, special class only bonuses, new weapons, new elements, etc. So, hopefully these 11 subclass ideas give you some further inspiration.
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  #1138  
Old 02-08-2017, 11:14 AM
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Lots of cool ideas in there Destro*. The next game actually won't have the restriction of full classes, so some 1 shot specialties might show up there.
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  #1139  
Old 02-09-2017, 03:44 PM
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I have the Bard up and running in the Zombasite expansion. Some skills: Inspire Greatness, Asphyxiate, Illusionary Monster, and Archaeology.
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  #1140  
Old 02-10-2017, 02:55 PM
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In the Zombasite expansion you will be able to put NPCs and guards anywhere you want in your town.
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