So recently I noticed a lot of issues with the class system, that being some classes being overly broken and whatnot. Now, I no longer play the game, but I used to be a pretty big player and still wish for this game to thrive. So here is my idea on how to revamp classes and stat points to make everything more fair.
First, the stat points. I think there should be 20 stats points for each stat, that being damage, defense, health and regen, speed, and size. At the beginning of the game, you start out with one in each stat. This means more ability to specialize in stats. Now to go on to each stat.
Health. At a baseline level, it should be at 150. So with every point added in, you get 60 extra health. For regen, after 10 seconds to no damage taken, you start defending 15 hp a second, +6 for every point added in. At max level, you will have 1350 HP and 135 health regen.
Damage. Damage should start at 10 damage, with 3.5 added with every stat point. The idea is, as you get larger and larger, battles will become longer and longer, as your health to damage ratio is increased, which means more meaningful fights in “late” game. Ranged attacks will deal half the damage of a normal attack, and have a 5 sec cooldown. At max level, you will deal 80 damage.
Defense. It starts at 4, with 1.4 added with every stat point. As the name suggests, defense will mitigate all that damage dealt to you, so 2 defense means every attack deals two less damage. I also made the ratio of defense to damage the same as defense should be just as important in my eyes. At max level, you will have 32 defenses. However, no matter how high the defense, you will take at least 10% of the damage.
Speed. Speed should start at 1, being the base speed. Now, with every point added into speed, you get 0.05 more speed. At max level, you will have 2 speed, so move twice as fast.
Size. Now size also starts at one, like speed. However, every point in size adds 0.2 to it. And each point in size also increases damage by 1. However, as a trade off, each point in size decreases speed by 0.02, as having huge and heavy hitters blitzing around is not very fair. Also dictates how much knockback you give.
For each level you get, you invest one point into each stat. For every 5 levels, you get one point into each stat. This means more balanced builds, with enough uniqueness to still be able to hyperinvest. The max will be 30 levels, which means that you will have 30 points to spend, and 30 points automatically allocated, leading to 60 points out of 100.
Now we have stat points done. If they seem a little broken, they are, especially against new players that just spawned. Which is why PvP should be limited to 5 levels below. However, if someone does decide to attack you and they don’t fit the level cap, then you can also attack them. A five level difference is enough so that yes you will have an advantage, but no it won’t be that great.
Now for the actual classes now.
- There are three tiers of classes, with 3 branches of classes. You start out with the base class, with no abilities, no nothing.
- At level 10, you choose your first class at tier one. Then at level 20, then at level 30. If you unlock a class, you will also get skill points associated for the class.
- If you choose a defensive class, you’ll get health, defense, size, etc. You get the idea. A first tier class will give you 5 points, a second tier class will give you ten, and a third tier class will give you 10, and a third tier 15.
- Changing classes means that your additional stat points will also change. Which means a maxed player at level 30 will have 75 points allocated out of 100. The idea of these balanced points is so no one can run like SUPER hyper focused builds and completely cheez the game(max speed cringe). Now, everyone is somewhat relative.
- When you use abilities and get stat points from them, it is possible to go beyond the limit of 20 points.
- You’ll see the word slow a lot. It means to move at 75% normal speed.
For the first branch of classes, it is the warrior tree.
The first tier evolution is the warrior.
Warrior
Additional Stats: +1 to every stat.
Ability: Get +3 to all stats for the next 8 seconds and Regen 10% of your HP.
Cooldown: 30 seconds.
Idea: Balanced character ability is simple to use and has a simple effect. Good for beginners, not much to it. Short cooldown, so quick to recharge and use again.
The second tier evolutions from the warrior will be the vampire and berserker.
Vampire
Additional Stats: +3 to health and regen, +3 to damage, +2 to defense, +1 to speed, and +1 to size.
Ability: Heal hp from hitting enemies with your basic attack. The HP healed will be 25% of the damage deal, and 25% of one tick of passive healing. For example, if you had 10 points in damage and 10 in health and healing, you 11.25 (45/4) + 18.75 (75/4) for a total of 30 HP healed. Damage dealt will be calculated after defense, which means if the enemy has 10 defense, and you have 10 attacks, then you will only heal 6.75 (27/4) + 18.75 (75/4) for a total of 25.5. This effect will last for 20 seconds. After 5 hits are made, this effect will end, which means a grand total of 127.5 out of a health pool of 750 if every stat is at level 10.
Cooldown: 25 seconds.
Idea: the vampire is a brawler, built for long fights. The ability can come in clutch, and heal tons of hp. Combined with the low cooldown, you can stay in fights for a long time before dying. A good unit for fighting small teams or higher level players, because if you can out skill them, you can win due to how much regen you have. You won’t be winning any fights in a short time, so be prepared for the long fight. A very high skill character, as you need to be able to balance hp loss while also being able to gain it back. And having to fight for so long means that you need to constantly be outskilling them to not die. A lower cooldown, so as to not die too quickly.
Berserker
Additional Stats:+4 to attack, +2 to health and regen, +2 to defense, +1 to speed, and +1 to size.
Ability: Increase speed and damage by 8 for 10 seconds.
Cooldown: 45 seconds.
Idea: As the name suggests, a berserker. High attack, with decent health and defense stats. For the ability, you move faster and deal tons more damage, like what a berserker could do. Low skill, as there’s not much besides blitzing your enemy and doing as much damage as possible.
Now for the third tier or the warrior tree will be the blood knight and the samurai
Blood Knight
Additional Stats: +4 health and regen, +4 damage, +3 defense, +2 speed, +2 size.
Ability: (Insert vampire ability here: Heal hp from hitting enemies with your basic attack. The HP healed will be 25% of the damage deal, and 25% of one tick of passive healing. For example, if you had 10 points in damage and 10 in health and healing, you 11.25 (45/4) + 18.75 (75/4) for a total of 30 HP healed. Damage dealt will be calculated after defense, which means if the enemy has 10 defense, and you have 10 attacks, then you will only heal 6.75 (27/4) + 18.75 (75/4) for a total of 25.5. This effect will last for 20 seconds. After 5 hits are made, this effect will end, which means a grand total of 127.5 out of a health pool of 750 if every stat is at level 10.) You now get 8 hits, not 5. Hit will now heal 30% of damage dealt and 30% of one tick of healing. During this ability, you gain 3 health and regen, 3 damage, and 3 speed. When you deal damage to enemies with your enhanced attacks, you leave stacks of bleed. Each stack of bleed will negate one tick of regeneration and prevent the enemy from revenging for the next 5 seconds. Then, it will be consumed. There is a max of 5 stacks on a single person, and when one is consumed, the next one replaces it. So a max of 25 seconds without any regen if you have all 5 stacks. Cast the skill again to explode stacks of bleed. When stacks of bleed explode, they deal damage equal to how much damage your basic attack would heal. You will then heal based 50% of what the vampire ability would let you heal, so basically take the vampire scaling for heals, divide it in half again, and boom. Multiply that by however many bleeds you have and done. Still have the 20 second duration and the 8 enhanced attacks.
Cooldown: 40 seconds, after the 20 second duration ends or the 8 attacks are used. You can explode whenever you want.
Idea: the much better version of the vampire, even better for team fights. With the bleed affliction, enemies can’t regen, which means if a team tries to gang up on you, it’ll take much much longer for them to regen properly. In single target pvp, you have a big damage and survivability source in exploding 5 stacks of bleed. A very good unit with high survivability and damage potential.
Samurai
Additional Stats: +3 health and regen +3 damage +3 defense +3 size +3 speed
Ability: Get +5 to all stats for 10 seconds. Take 75% less knockback, and decrease your own knockback by 75%. After this ability is used, negate all damage and knockback of the first two melee attacks to hit you. The first melee attack you use will mark an enemy for 5 sec. For those 5 seconds, they will take 1.5x as much damage from you and be slowed. You will take 0.5x the out of damage from other sources, and no knock back from anyone besides the marked target. For 5 seconds, they also cannot use abilities. When this ability begins and ends, heal up 25% of your hp.
Cooldown: 60 seconds
Idea: Like the warrior and berserker, the samurai is very simple to use. It has a very balanced extra stat point pool, and the ability is simple. You use it to get a stat boost, then proceed to slow your enemy then deal massive damage, while taking less damage from everyone else. You also quickly heal 25% of your hp both when the ability activates and ends, which again, is good for quickly turning a fight on its head. Another great class for a beginner, simple but powerful. Incredibly good for 1v1s.
Warrior tree done. Time to go to the second tree, the tank tree.
Tank
Additional stats: +2 health and regen, +3 defense
Ability: increase size by 10, and defense by 3, for 10 seconds. IMPORTANT: KNOCKBACK FROM YOUR ATTACKS DON’T INCREASE. Constantly regenerate health. The health regenerated is double that of your normal regeneration, so if you would normally regene 15 health a second, you would instead regene 30 health a second.
Cooldown: 40 seconds.
Idea: Again, a very very easy ability to use. Grow big, become tanky, then spam auto attacks because your knockback won’t increase and you are nice and big. Get some extra defense and passive regen and you’re good. Since this ability is this good, the cooldown is 10 sec more than its warrior counterpart.
Now the second tier evolutions from the tank tree are the knight and rook.
Knight
Additional Stats: +3 health and regen +3 defense +2 damage + 1 speed and +1 size
Ability: Enhance your next sword throw. When you throw your next sword, you instead charge in that direction for a short distance, smashing back any enemies on your path. The smash deals double the damage of a melee attack, and the enemy will be stunned for 2 seconds. Once you throw your sword, your next melee attack will also be enhanced, dealing double the damage of your normal melee attacks. Knockback from the smash is the same as a normal melee attack, and they will be slowed if you hit them with either the throw or the melee. If both actions are complete, then regen 10% of your HP and gain 5 defense for the next 3 seconds. When all these actions are done, then the cooldown starts.
Cooldown: 10 seconds.
Idea: A low cooldown, spammable ability. It deals good amounts of damage, and provides you with good mobility too. The health regen, combined with the 5 extra defense is good for pushing enemies after you’ve used your ability. Base stats are tanky, but also well balanced. Does require skill to play, as missing your throw would not be good, and you have to use the extra defense well.
Rook
Additional Stats: +4 Health and Regen, +4 defense, +2 size
Ability: For the next 10 seconds, you can only move in a straight line, up or down, left and right. However, you will also get +10 to all stats except speed. Heal 50% of your HP, and take no knock back while this ability is active. Also passively regene throughout your ability, 50% of your normal regeneration. This regen cannot be halted, except by stacks of blood(see blood knight)
Cooldown: 60 seconds
Idea: Base stats make the rook very tanky and pretty big. The ability gives it a massive stat boost, one that normally wouldn’t be very fair at all. Except then you become your namesake, only move like a rook. If you position correctly, you can slaughter enemies. The extra health regen and knock back will somewhat make up for this weird goofy ass movement, and push enemies back. Long cooldown, so as to make up for how broken this is.
Now onto the third tier, the Paladin and Juggernaut.
Paladin
Additional Stats: +4 health and regen, +5 defense, +2 damage, + 2 size, +2 speed
Ability: Create a sanctuary of sanctity with quadruple your size for 20 seconds. Within this field, all your stats increase by 5, and heal 10 health a second + however many points you put into health and regen while in your field. While in here, you cannot throw swords. Instead, your basic attacks will also throw swords dealing half the damage of a normal sword throw, and do no knock back. Others inside take 10 damage a second while in your field, lose 2 points in each stat, and are slowed. They will also be slowed. Enemies also can’t use abilities inside. The only way to escape the field is to break the outer shell, which has 400 health for every enemy inside. If the field is still active when the duration ends, heal all your health. Knock back in the field is reduced by 50%. If the field is destroyed prematurely, heal 50% of your health and deal 200 damage to all enemies in the field before its destruction. Also begin regenerating hp normally.
Cooldown: 80 seconds.
Idea: While in your sanctuary, the Paladin is perhaps the best class in the game. You heal up to 30 health a second, which is 600 hp. The 5 stats boost to every stat and the automatic sword throws make you a beast. And a giant ass cooldown. The execution is also broken, and the full hp heal at the end is great. Only drawback is: the field has a health bar. And if that field is broken, womp womp. A maxed damage player, 80 damage per attack, could destroy that field in 5 hits. To prevent like 5 players from instantly destroying the sanctuary, it also gets scaling, leaving enemies two choices, destroy the sanctuary and lose tons of health, or duke it out and hope to win. No good option. Drawback number two, long ass cooldown. 80 seconds. Otherwise, an incredibly tanky unit, with lots of points in defense and health scaling.
Juggernaut
Additional Stats: +5 health and regen, +5 defense, +5 size
Ability: Increase size by 15, and all other stats by 5. Take no knock back. If you run over an enemy (with your body) they take knockback and damage equal to one melee attack. You cannot melee attack while in this state.Cast the skill again to charge a short distance in the direction you’re in. Enemies hit take thrice the damage from a normal melee attack. Once the skill is recast, end the ability. If the skill is not recast, then the ability ends in 20 seconds. Heal all health both when the skill starts.
Cooldown: 60 seconds.
Idea: Nice simple unit. Literally just run over people. No need for any skill. Just run people over, take no knockback. If they are low, then recast and completely squish them. Damage is not exemplary, but there’s no need. You can just run people over, for 20 seconds. Good for taking out large swarms of people, not as good in 1v1 situations as, well, damage is not exemplary.
I will probably add something like a rogue class or if this gets good enough reception. Plus I have no idea whether this will actually work, or will be easy to code at all. I’m not a coder. I do think these ideas are pretty cool, and pretty unique, all with their own distinct play styles and gimmicks. I THINK the damage is balanced to the health, as it takes around 16-7 hits to actually kill someone, plus everyone’s skill has at least SOME kind of regen.