I'm sure this has been asked many times, but I looked back a few pages and didn't see anything in recent history, so I thought I'd try. Does anyone know anything about whether or not they'll be releasing 6th classes for the mage and healer archetypes? The last expansion didn't have any classes, and the new one looks to only have the hybrids. My gamer OCD needs every archetype to have the same number of options available, and they presently do not.
6th class for mage and healer?
surprisingly, thoses classes take time to come ! I'm wondering if they will come one day. That's why i'm going to do it myself.
And I would have wanted thoses classe instead of biclassing system, or at least before
In my opinion, a healer class is harder to create than a mage class. I can imagine many options. Looks like a lack of inspiration from FFG
Personnaly, i've got many ideas for a Healer class, but not so much for a mage one.
- Druid, with healing in time (see mine)
- Paladin with shielding damages
- Vodoo with Totem's logic
For Mages, don't have so many ideas ...
For Scouts,
- Assassin with hiding logic
- Sniper good at range but cannot shot in front and new to recharge
Same for warriors, no real cool ideas, except something that would play with monster types like wilderness, dark, etc ...
Edited by rugalI for one would love a healer type class that makes use of runes (kinda like the runemaster in fluff, but a healer class), say, Runepriest.
As for the mage class, that's tricky, maybe some class that deals with teleportation, or a bloodmage... or even a mage that deals with mind spells (psychic/enchanter).
I must chime in and agree that it's sad (and slightly annoying) to see that they're introducing a multiclass system before we've gotten the last Mage and Healer classes.
I like the multiclass system, and don't mind that they're doing that first.
A lot of yous don't seem to appreciate that the mixing potential is immense. Sure, they're the same cards. But they're different combinations of the same cards!
Besides, the multi-classes we're getting are like new Healer and Mage classes anyways.
Besides, the multi-classes we're getting are like new Healer and Mage classes anyways.
No, it's not. It's more like the usual classes with the 3xp less and 3 other cards instead, 1 for each level of XP.
Don't get me wrong - I've got an insatiable appetite for as many classes as I can get my hands on ... but apart from a desire for numeric symmetry, why does FFG "owe" us Mage and Healer classes?
Have they gone on record at any point saying that there will always be an equal amount of different classes available?
I'm not trolling, just genuinely interested!
There's no numerical "symmetry" in the professions of Characters either (with or without conversion kit), but I don't see anyone complaining that we don't have enough Healer or Mage characters (the most under-represented professions for characters)... why is this?
No, it's not. It's more like the usual classes with the 3xp less and 3 other cards instead, 1 for each level of XP.
You want a lateral expansion where you get a new set of abilities for the same characters you've always been using as Healers and Mages.
Instead, you are getting different sort of lateral expansion, where now you get to use old (but custom-recombined) sets of abilities for characters who could never access them before. That's a lot of new interplay between different class cards which never worked together before, and between hero abilities/feats and class cards which never worked together before. That's not yet counting the set of 3 new cards which you can mix into this combination set.
I love tooling around with old assets to make something new, maybe even more than just getting brand new stuff. That's why I like to extensively mod my favorite PC games, rather than just go out and buy some new PC game. I like to see new life breathed into something which may have lost its vitality.
People who play M:TG would get why this is just as good an expansion of possibilities.
Edited by MlaiDouble post.
Edited by Mlaithis question will we see a new classes of mages and healers is very old. I do not know if we ever see those. If those will bring nothing new mechanicly to the game and are not very innovative then I would say why to bother? The game is at this point very BIG and has a milion ways to play it. Rather then new clases I would like to see new missions for the Road To Legend or even bether all existing campains turned to the App version.
No, it's not. It's more like the usual classes with the 3xp less and 3 other cards instead, 1 for each level of XP.
You want a lateral expansion where you get a new set of abilities for the same characters you've always been using as Healers and Mages.
Instead, you are getting different sort of lateral expansion, where now you get to use old (but custom-recombined) sets of abilities for characters who could never access them before. That's a lot of new interplay between different class cards which never worked together before, and between hero abilities/feats and class cards which never worked together before. That's not yet counting the set of 3 new cards which you can mix into this combination set.
I love tooling around with old assets to make something new, maybe even more than just getting brand new stuff. That's why I like to extensively mod my favorite PC games, rather than just go out and buy some new PC game. I like to see new life breathed into something which may have lost its vitality.
People who play M:TG would get why this is just as good an expansion of possibilities.
See my druid class who can be some sort of real and interresting biclassing system, with real work on it.
No, it's not. It's more like the usual classes with the 3xp less and 3 other cards instead, 1 for each level of XP.
You want a lateral expansion where you get a new set of abilities for the same characters you've always been using as Healers and Mages.
Instead, you are getting different sort of lateral expansion, where now you get to use old (but custom-recombined) sets of abilities for characters who could never access them before. That's a lot of new interplay between different class cards which never worked together before, and between hero abilities/feats and class cards which never worked together before. That's not yet counting the set of 3 new cards which you can mix into this combination set.
I love tooling around with old assets to make something new, maybe even more than just getting brand new stuff. That's why I like to extensively mod my favorite PC games, rather than just go out and buy some new PC game. I like to see new life breathed into something which may have lost its vitality.
People who play M:TG would get why this is just as good an expansion of possibilities.
See my druid class who can be some sort of real and interresting biclassing system, with real work on it.
I liked the overall concept of your druid class, but I feel like the abilities are a little busy and generic. I would personally focus less on having each ability give something to both shapes and focus more on more powerful abilities for one form or the other per ability. Then you have to choose more which form you are going to concentrate on.
For instance, I think it is a shame to not give the werewolf an attack that targets multiple adjacent enemies. It's a werewolf, it should have a frenzy ability that allows it to swing away. Personally, I would have rigged the werewolf ability so that at the beginning of that hero's activation they must choose a form, and they are stuck in that form until the next activation. Then the werewolf is totally attack oriented and the druid is totally support related.
I'll post this in the other thread as well, to keep your class comments together.
I'd say that while it would be nice it's hard to justify. A lot of the mage classes feel like they don't have any ideas what to actually do with mages and they're all pointlessly busy ways of doing things the Runemaster can already do.
I would love a runepriest though. Anything to make the big pile of runes the game has be more wanted and useful.
As someone who has not yet purchased any of the hero and monster packs, there actually has been numerical symmetry for the archetype representation, so far as symmetry. However, it can likely be argued that mages and healers are likely to be the least common types of adventurers in the world. That said, my gamer OCD doesn't like that, either. And I wasn't really trying to imply that FFG owed us anything.
I do see what people are saying about the lack of inspiration with Mage classes, but at the same time I feel like mages should have the most freedom, since magic can pretty much take whatever form you can imagine.
I just don't understand why they've expanded every other aspect of the game at this point, but haven't for whatever reason added these two classes. It baffles me.
As someone who has not yet purchased any of the hero and monster packs, there actually has been numerical symmetry for the archetype representation, so far as symmetry. However, it can likely be argued that mages and healers are likely to be the least common types of adventurers in the world. That said, my gamer OCD doesn't like that, either. And I wasn't really trying to imply that FFG owed us anything.
I do see what people are saying about the lack of inspiration with Mage classes, but at the same time I feel like mages should have the most freedom, since magic can pretty much take whatever form you can imagine.
I just don't understand why they've expanded every other aspect of the game at this point, but haven't for whatever reason added these two classes. It baffles me.
Because at some point they thought: 'Okay guys, too much powercreep on the heroes. Better throw some in for the OL!'?
I'd say that while it would be nice it's hard to justify. A lot of the mage classes feel like they don't have any ideas what to actually do with mages and they're all pointlessly busy ways of doing things the Runemaster can already do.
I would love a runepriest though. Anything to make the big pile of runes the game has be more wanted and useful.
I've come to the same conclusion about the mage classes. It seems that they've boxed themselves in creatively by my making all magic attacks come from magic weapons, and by making magic weapons the functional equivalent of bows.
In most dungeon crawler systems, the differences in mage classes manifest by what spells they have access to, but Descent doesn't have a spell casting system (the greatest weakness in the game, in my opinion). FFG tries to simulate spell casting through the class skills, but since magic weapons are the basis of the mage's offensive capabilities (except for familiars) developers are limited to trying to invent unique ways for mage skills to interact with magic weapons in order to distinguish the classes from each other. Many of their solutions have been more convoluted than elegant.
Edited by XrossBones
I'd say that while it would be nice it's hard to justify. A lot of the mage classes feel like they don't have any ideas what to actually do with mages and they're all pointlessly busy ways of doing things the Runemaster can already do.
I would love a runepriest though. Anything to make the big pile of runes the game has be more wanted and useful.
I've come to the same conclusion about the mage classes. It seems that they've boxed themselves in creatively by my making all magic attacks come from magic weapons, and by making magic weapons the functional equivalent of bows.
In most dungeon crawler systems, the differences in mage classes manifest by what spells they have access to, but Descent doesn't have a spell casting system (the greatest weakness in the game, in my opinion). FFG tries to simulate spell casting through the class skills, but since magic weapons are the basis of the mage's offensive capabilities (except for familiars) developers are limited to trying to invent unique ways for mage skills to interact with magic weapons in order to distinguish the classes from each other. Many of their solutions have been more convoluted than elegant.
Combined with the fact that thus far the only rune weapons I have encountered are all two handed, the magic is weak. You cannot combine any spells for interesting effects, and once you buy one powerful spell, there is no incentive to get others. There are no 'elements' to grant different effects to monsters with different affinities. There are no melee only spells. etc., etc., etc. (again, I may not have gotten far enough to see them yet, but I am also frustrated.)
Edited by tomkat364This makes sense. The runes and wands should not be bows with maybe some fancy surge effects. They should be items which add enhancements to the Mage's class cards, which in this game is effectively his spell menu.
For example, "This rune adds X effect to your AoE attacks against Fire enemies." Etc.
For example, "This rune adds X effect to your AoE attacks against Fire enemies." Etc.
In 1st edition, the attack die was different depending on the weapon used (magic, melee or ranged).
Maybe the only thing I may miss sometimes ...
But this is giving me a great idea about a mage class !
For example, "This rune adds X effect to your AoE attacks against Fire enemies." Etc.
In 1st edition, the attack die was different depending on the weapon used (magic, melee or ranged).
Maybe the only thing I may miss sometimes ...
But this is giving me a great idea about a mage class !
Huh, I wonder why they ditched that. Sounds like a great idea, tbqh. A bit late to integrate into Descent 2nd Ed., but separate dies for Melee, Ranged and Magic sounds pretty solid, since the assumptions are different and you could use different mechanics.
For example, "This rune adds X effect to your AoE attacks against Fire enemies." Etc.
In 1st edition, the attack die was different depending on the weapon used (magic, melee or ranged).
Maybe the only thing I may miss sometimes ...
But this is giving me a great idea about a mage class !
Huh, I wonder why they ditched that. Sounds like a great idea, tbqh. A bit late to integrate into Descent 2nd Ed., but separate dies for Melee, Ranged and Magic sounds pretty solid, since the assumptions are different and you could use different mechanics.
They've tried to do it with Imperial Assault - although it's not quite the same the variety of dice is much improved.
I've played as every mage class and played against them all. The only good one is the Runemaster. And arguably the battlemage although that's really just pasting over the problem by allowing the mage to still use runes and steal one of the much more useful warrior classes.
What matters right now in the game is doing damage and doing it quickly so you can carry on with the quest. Hexer, Conjurer, Geomancer all attempt to let you do this with a bit more freedom but it just doesn't work out. They turn into "I can roll an extra dice under X circumstances" where the runemaster is just surging for two more damage all the time.
What about a sorcerer class that was support oriented, adding temporary elemental effects to the other heroes' weapons, having a passive AoE like Aura that can encompass other adjacent heroes, or creating illusions that monsters MUST attack first? Just avoid the Rune weapon issue completely.