- Joined
- Feb 28, 2019
So there are a few changes that we know of, but the details are pretty sparce.I'm very interested in this. Curious how they'll handle everything being soloable.. will it scale so you still have to put in a bit of effort, or will they just overtune players to the point of 1 shotting everything?
First, you pick 3 classes and are those 3 at the same time. So you can be say, a Shadowknight, a Cleric, and a Wizard. You get all the skills, abilities, etc of each -- so you'd have platemail, two handed weapons, life tap, lesser necromancy magic, wizard magic (and mana regen), and cleric heals. You'd also have all the AAs of each, which would mean you could take the Wizard AAs that increase spell power and crit rate and apply it to your Shadowknight's Lifetap. Any of the 560 combos are possible here, so you could do something crazy like do a Necro/Cleric/Druid or a Warrior/Monk/Bard. People are suggesting it's similar to "The Heroes Journey," a private server running on a custom emulator that had the triple class thing, although apparently it's being implemented closer to Final Fantasy 11, where you have to level each class independently. The first class you pick (your "primary") is race specific, but the other two "secondary" classes are unrestricted. There is a screenshot of a troll wearing robes -- and there are no cloth troll classes, normally. There is talk about needing to "unlock" the primary stuff, so there may be some sort of restriction of how your first class can be changed after the fact.
Second, gear can be merged together, both to power it up and to take abilities off gear and put it on other gear. The example I've heard people talk about on discord is taking a boss drop at the end of say, the first dungeon, merging it with itself over successive farming sessions until you get a +10 version, and using that to steamroll the next dungeon. Increasing the + apparently lowers the item's weight (essential for plate monks), increases it's stats, and increases it's damage. Another example someone pointed out would be to take some gear that has + to combat regeneration or a cast-on-hit (a "proc") effect that stuns or life drains the enemy, and put that on some better, faster gear. Some of those abilities are very powerful but on very slow or very weak weapons -- taking them and putting them on say, a dagger that's +10 and attacks at a breakneck speed would result in that proc firing off incredibly fast. Oh, and the higher the +, apparently the more slots for these modular procs, so it's entirely possible you could have a dagger with 2, 3, ... 10 procs all potentially firing off with each swing.
Third, the dungeons are all going to be instanced now, with a difficulty slider. Details aren't out yet if there will be an "easy mode" notch on the slider, or if it starts at default difficulty and goes up from there, but apparently the idea is that the higher the difficulty the better the drops. Now, we don't know what that means -- if it means like increased rare drop change, multiple drops, or if they're implementing some sort of Diablo-esque "loot rarity" system where you can get an uncommon or rare version of a drop, like a blue version of the boss's sword with some random procs and passives added. Dungeons are mandatory instanced apparently, but all zones can be instanced if you want, so if for example you want to work on your troll rep by creating an instance of the high elf town to kill, go nuts?
Partying is still a thing, as is raids, but it's different limits -- 4 person parties and 8 person (so 2 party) raids. Gone are the days of needing 40+ people to do something I guess. The goal is apparently to have the entire game be soloable if you just want to relax and do instanced dungeons, but I have to imagine partying up will speed things up immensely, or be needed to get over certain humps (e.g., going into a dungeon you can't quite do solo in a party to get gear drops so you can solo it).

