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Character Class Changes

Do we need character changes?

  • Yes

  • No


Results are only viewable after voting.

Emma Swan

Master Sergeant
@Loki do we know something about plans for character classes changes in the near future? It has been over 2 years. I know ego may hurt, but honest to God, most of those proposed changes were not good and would be more harmful than helpful..
In that changelog discussion, there were tons of great ideas, maybe they could inspire by them?

We are now far away from 2009, its 2025 and these most of the character classes are not relevant anymore, or have created problems in recent years. They could rework each changelog one bonus for each character to start with.
 
 
Damn I still cant see why everyone wanted to stop this. All this because of the 2% crit? It wasnt that bad. And it was just the 1st stage of the update. There were supposed to be 3 more stages for the final rebalancing. Anyway...
 
Yes, primarily the adventurer class, whose sole purpose in the game is to act as a support role, mainly by farming products.
 
I think that the Class Rework should introduce 1 bonus per class per game main feature:

  • Fort Battles: Introduce changes to incentive Group Playing
    • Adventurer: Add "In fort battles, you increase the Dodging skill for you and your four neighbors by 25% (50%) of your own Dodging skill"
    • Dueller: Add "In fort battles, you give your four neighbors a 5% (10%) chance of making a critic shot"
    • Worker: Add "In fort battles, you increase the Hiding/ST skill for you and your four neighbors by 25% (50%) of your own Hiding/ST skill"
    • Soldier: Keep "In fort battles, you increase the leadership skill for you and your four neighbors by 25% (50%) of your own Leadership skill"
  • Duels:
    • Adventurer: In duels you receive a bonus of 10% (20%) to your Dodge skill
    • Dueller: Keep the distance duels
    • Worker: In duels you receive a bonus of 10% (20%) to your Toughness/Reflex skill
    • Soldier: In duels you receive a bonus of 25% 10% (20%) to your Tactic skill.
  • Economy:
    • Adventurer: Increase Luck by 10% (20%)
    • Dueller: Money and Exp earned in duels (only) increased by 10% (20%)
    • Worker: Increase Exp by 10% (20%)
    • Soldier: Increase Money by 10% (20%)
  • Miscellaneous:
    • Adventurer: Has a Permanent Regeneration of 25% (50%)
    • Dueller: The speed on the map is increased by 10% (20%)
    • Worker: Increased Labour Points by 10% (20%) for all jobs
    • Soldier: Buff reward increased by 10% (20%)
 
Damn I still cant see why everyone wanted to stop this. All this because of the 2% crit? It wasnt that bad. And it was just the 1st stage of the update. There were supposed to be 3 more stages for the final rebalancing. Anyway...
They started with wrong ones, excluding mistr soldier class of course. That was supposed to be first in the line getting change. Dueler was supposed to get duels done in 5 minuts and builders good bonus was about to be replaced with bad one.... Adventurer was a joke, I think they just buffed drop or money from jobs :D But we all know what is elephant in the room .... So, short explanation why it went wrong.
 
Damn I still cant see why everyone wanted to stop this. All this because of the 2% crit? It wasnt that bad. And it was just the 1st stage of the update. There were supposed to be 3 more stages for the final rebalancing. Anyway...
Honestly at this point 2% crit chance for everyone would be a good addition. I dont remember if I was against it I cant be asked to check the thread to see what my original thoughts were.
 
Honestly at this point 2% crit chance for everyone would be a good addition. I dont remember if I was against it I cant be asked to check the thread to see what my original thoughts were.
It also is an indirect small nerf to dueller if the other classes get the crit chance. Only the hp and crit will matter (because 250lvl+high hp sets=too high hp)

I think the soldier tactic bonus was supposed to be replaced at the second phase of the rebalancing.

Maybe next year we see a rework but I doubt it.
 
To be honest, I'd rather change my crafting skill and keep the character choice. Just my thoughts...
 
Honestly at this point 2% crit chance for everyone would be a good addition. I dont remember if I was against it I cant be asked to check the thread to see what my original thoughts were.
that would be dumb and make dueler class useless
might as well then give duelers increase ld in ffs and hit/dodge chance at that point

duelers are only ment to crit period
the rest are built too tank in their own ways
 
REWORK as in changing everything around is not something I want. I like the legacy character bonus and I don't want them changed drastically as they have a long standing identity.
With that said, I totally agree that the Adventurer class, and maybe some other bonus from different classes can and should be brought up to speed with the rest. That would also be easier than reworking everything.
I like a good bunch of @Richard Maverick 's specific ideas but also his overall attitude and perspetive towards the possible changes. Not too drastic as originally proposed by InnoGames's team.
Doesn't have to be done in one update and be the end all. Start by BUFFING ADVENTURER class, which everyone agrees that they need a buff, and go from there.

I would guess they use the metric of classes chosen to determine if they need a change. There are too many multi accounts being created for sole reason of gathering products, hence, adventurer is picked. This reflects very poorly in this metric being it inflates the class with not real players.
In my world, it has happened more than once before that the players recommend the new player to delete their adventurer character and start over.

Good thing they scraped their idea, I rather see no change than a bad change.


Honestly at this point 2% crit chance for everyone would be a good addition. I dont remember if I was against it I cant be asked to check the thread to see what my original thoughts were.

I don't agree, having the outcome of a few FF's dictated by extreme RNG isn't something I'd want.

Would much prefer just a flat increase in damage if lack of damage is a problem. Which again, very easy to implement via sets as they have. They hold all the keys of FF sets and the balance between damage and tanking

If this idea passed to an update, wouldn't be that big of a deal anyway, I'd get used to it. But their previous proposal had MANY problems that were the brunt of the negative feedback like:

- Proposal to rework 3 classes while not saying what would happen to Soldier class but saying something would happen;
- Barely any change to adventurer, the class that needed and needs it the most; A mockery of a proposal actually in buffing regeneration while sleeping LMAO;
- Changing the duels at a distance to proposing that duels take 5 min LMAO;
- Introducing building skill to take effect for FFs for workers LMAO
 
I think that the Class Rework should introduce 1 bonus per class per game main feature:

  • Fort Battles: Introduce changes to incentive Group Playing
    • Adventurer: Add "In fort battles, you increase the Dodging skill for you and your four neighbors by 25% (50%) of your own Dodging skill"
    • Dueller: Add "In fort battles, you give your four neighbors a 5% (10%) chance of making a critic shot"
    • Worker: Add "In fort battles, you increase the Hiding/ST skill for you and your four neighbors by 25% (50%) of your own Hiding/ST skill"
    • Soldier: Keep "In fort battles, you increase the leadership skill for you and your four neighbors by 25% (50%) of your own Leadership skill"
  • Duels:
    • Adventurer: In duels you receive a bonus of 10% (20%) to your Dodge skill
    • Dueller: Keep the distance duels
    • Worker: In duels you receive a bonus of 10% (20%) to your Toughness/Reflex skill
    • Soldier: In duels you receive a bonus of 25% 10% (20%) to your Tactic skill.
  • Economy:
    • Adventurer: Increase Luck by 10% (20%)
    • Dueller: Money and Exp earned in duels (only) increased by 10% (20%)
    • Worker: Increase Exp by 10% (20%)
    • Soldier: Increase Money by 10% (20%)
  • Miscellaneous:
    • Adventurer: Has a Permanent Regeneration of 25% (50%)
    • Dueller: The speed on the map is increased by 10% (20%)
    • Worker: Increased Labour Points by 10% (20%) for all jobs
    • Soldier: Buff reward increased by 10% (20%)
Sorry ,but these are by far some of the mist ridiculous changes I've seen suggested. By that I mean the PvP changes,I don't care about the PvE ones.

The duel suggestions are on a next level of being broken and on top of these,you want the tactics for soldiers to be reduced and nothing for duelers O.o?

Resistance is broken right now with very little counter to it, and you want to give Workers a 20% chance to increase this even further?

On my main toon, I have almost 2000 reflex JUST from upgraded John Endecott set alone. On top of that already being broken enough,you want to give me 400 more reflex ?

All of these suggestions are broken and would not work. I am in favor of allowing people to do a one time class change,but a class rework is simply not needed. Advents are more than ok as they are in fort battles and soldier tactics in duels are nowhere near as broken as people make them to be. What needs to change is the respective formulas,simple as.


And to add on to that, regarding these posts about "here are the set bonuses planned for next event,give us feedback" - these are nice and appreciated and it's cool to see that you use our feedback,but I've always hated them, please stop doing them. Not only does it give InnoGames a bad look (so as to say, " do our work for us because we cannot"), but it also ruins all anticipation and expectations for these event. You have an internal team of testers, people who know and are familiar with the game,use them. You can then post them on the forum and maybe change 1 or 2 things based on initial feedback,but the way it works right now just isn't it.

Thanks
 
I’d be curious to know who the few people are that voted 'No', and especially why they did so. In my opinion, it’s obvious that this is necessary and not even up for debate.
People play this game differently. Way I see it,each character class was created with an intended style of gameplay in mind. That is to say, each class is good at a particular aspect of the game and not so good at other aspects. A lot of people still think that way (myself included), and for them changing their class simply serves no purpose

(No,I did not vote no. I'm all in favor of a class change)
 
People play this game differently. Way I see it,each character class was created with an intended style of gameplay in mind. That is to say, each class is good at a particular aspect of the game and not so good at other aspects. A lot of people still think that way (myself included), and for them changing their class simply serves no purpose

(No,I did not vote no. I'm all in favor of a class change)
That's right, individual characters designed for different play styles.
At the same time, some PvP activities (battles, adventures) have been added over the years, and still undergone various changes (e.g. 2013-14 full lead for dmg). And so many changes over the years overall, that the gamestyle that made me choose a given character on the day of creation , is no longer relevant today anyway.

Of course I'm looking at the topic from the perspective of someone who loves change.
From that perspective, it would be best for me if there were no different character classes. Respectively,
- either the option to tailor my "unique class" by selecting bonuses from preset options, with the possibility of periodically changing them as I feel inclined to play
- or say, creating a "legacy account", where under this umbrella you can switch (activate/deactivate) between different accounts with different classes on the same server, and to some extent shared inventory (legacy items) and experience etc..

This is basic for me personally, because no matter what changes the character groups themselves go through, it won't change the fact that after a few months I'll feel like changing my playstyle.. and setting up another account because of it, without level and equipment, in the way worlds look today, is unrealistic.
 
I think it's really important to maintain a very precise balance between the character classes — the difference should be noticeable, but not too much.
 
That's right, individual characters designed for different play styles.
At the same time, some PvP activities (battles, adventures) have been added over the years, and still undergone various changes (e.g. 2013-14 full lead for dmg). And so many changes over the years overall, that the gamestyle that made me choose a given character on the day of creation , is no longer relevant today anyway.

Of course I'm looking at the topic from the perspective of someone who loves change.
From that perspective, it would be best for me if there were no different character classes. Respectively,
- either the option to tailor my "unique class" by selecting bonuses from preset options, with the possibility of periodically changing them as I feel inclined to play
- or say, creating a "legacy account", where under this umbrella you can switch (activate/deactivate) between different accounts with different classes on the same server, and to some extent shared inventory (legacy items) and experience etc..

This is basic for me personally, because no matter what changes the character groups themselves go through, it won't change the fact that after a few months I'll feel like changing my playstyle.. and setting up another account because of it, without level and equipment, in the way worlds look today, is unrealistic.

Actually no game features have been added over the years since character classes, since adventures are not affected by the class of the player. And,at the time of fort battles, character classes (I can't remember which was added first,classes or forts) were changed to reflect bonuses and intended roles in forts.

I honestly still see these roles as still being very viable and serving the same purpose today.

This may come off as a bit rude (sorry if it does,not my intent), but just because your preferred gameplay at the time of the account creation is now different from the type of gameplay you prefer now, that does not mean classes have to be changed. You are free to make a new account with play as a different class. I personally started off as an advent,then I wanted to play as a dueler so I made a dueler toon,then I wanted to play as a soldier so I started a new world as a soldier,and so on. Right now I have multiple toons with multiple classes.

But yeah,the easiest option would be to just let people do a one time class change (though the number of advents would drop a lot)
 
I think the character class bonuses are really, really outdated. Just look at how long it takes to reach, say, level 250 from zero. Am I supposed to play for 10–15 years to get there? That’s unrealistically long.
 
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