I Really Hate the idea of sub-classes.
I also think that most of their strengths could be harvested to build a better system of tutorials that clarify the concepts of role and ensure players have a good starting point for a variety of gameplay modes.
But.
I’ve often found its a poor process to discard an idea until you’ve really tried to make it work… personally. So here is my stab at Sub-classes that I think would dodge or mitigate most of their worst consequences.
Sub-classes are presented as a new type of Grandmaster Trait. These traits are labeled A, B, C, D, etc. for each profession (as opposed to the Roman numerals used for ‘normal’ Traits). They are unlocked by some mildly time consuming gameplay process that is really the LEAST important thing about deciding to introduce them at all. Trainers, unlocked through achievements, quest line, gem store… finding ways to make players pass the time is a separate concern from the abilities about to be unleashed on the playing field.
Once earned, a Subclass trait can be selected as a grandmaster trait through any of the 5 Trait lines. Even if you have 30 points in two separate lines, you may still only select a lettered Sub-class trait once. This one-&-only-one quality is of critical importance, allowing the traits to have sweeping effects without fear of conflicts between them. By allowing them to be selected from any line you preserve the greatest variety of pathways to this system, and try to give players latitude in their buildcraft.
Assured that a character will only ever have one of these traits at a time, the Developers are freed up to be more daring – not in overall power, but in the reach and breadth of the changes equipping the trait triggers. Complex packages of new effects, substitutions, and the occasional drawback. Vertical creep is one of several insidious and destructive problems looming over the whole concept, so the scrutiny directed at these Traits will have to be extreme. But as a bare minimum we know a person migrating into a sub-class has given up the flexibility and potency of picking a grandmaster trait as a down payment on what the package offers.
Weapon choice as it stands now comes close to creating the distinctiveness often sought for Sub-classes. A mace/shield guardian is a thing quite apart from a greatsword guardian or a scepter/focus guardian. Sub-class Traits could use existing weapon choices for the profession, but replacing some or all of their skill-buttons with new attacks as a powerful tool for creating unique gameplay without blocking a more general plan to increase the range of weapons available to each profession. Working from the model of engineer kits, these new skills could have slightly above-average performance, representing the major part of the contribution to effectiveness you would expect from any grandmaster Trait. Or they could be meticulously held on par with current weapon skills and the advantages delivered through passive effects or modified class mechanics.
I would also consider the option of Sub-Class traits imposing a fixed, locked, and absolute Elite skill while the Trait is equipped. While this could just be a hard association with an existing skill (e.g. a spirit-based Ranger sub-class that locks in Spirit of Nature as your Elite Skill), or it could be a new Elite skill unique to that Sub-class. Either way it uses an existing element of character power as the way to deliver FLAVOR rather than POWER.
Most sub-class concepts simply try to mask vertical progression or excuse it with the time taken to acquire it. When I hear the phrase “real progression” touted as one of their virtues, I shudder. My experiences with how full-on boring some dungeons have become now that my mains are running around with 6/6 ascended trinkets and an ascended weapon (much less armor…) makes me extremely concerned about allowing more power creep into the game in any form. But I think the above could provide a template for tightly-themed horizontal diversification.
I still think that a more daring approach to Trait design in general could net most of those benefits with less peril, but if I HAD TO design “sub-classes” for the game, I’d start with these sorts of trade-offs from within the existing framework.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
(edited by Nike.2631)