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  Click here to go to the first Trove Team post in this thread.   Thread: Class suggestion: Kitty

  1. #21
    Senior Member Tortorion's Avatar
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    Question

    We don't need any ability that have crowd control (CC) effect cuz we can 1-2 shot everything in the game (excluding bosses). Stun also doesn't work on ST bosses, charm wouldn't work on them too.

    Passive won't really help since how aggro work in game. As a melee class he/she can steal aggro without problem, unless there is a Revenant that spam [M2] and lose a lot of his DPS. Charm makes your passive useless too, unless Kitty will be another non-class gem class, which will make people ask for CG rework very fast. Having a 4.0x damage increase technically make other abilities have less base damage due class balancing - not too OP.


    Game right now is mostly pure DPS and movement speed. To be a "decent" class, Kitty would need:

    Solo:

    - AoE/multi-target
    - AS/Damage increase
    - At least 2 abilities that can do damage at the same time.
    - Stable increased movement speed (replaced or faster by/than Knight sub-class 125MS to 170-180MS with [A][D] movement)
    - "Can jump higher than other classes"

    Group:

    - Enemy debuff: Increased damage taken from all souces.
    - (Increased AS to make GS even more broken)

    In short: Make the class good for anything. The less classes to rework we have the better.


    My suggestions:

    Passive:

    - Increased jump speed and height.
    - Steal energy from enemies on [LMB] hit.

    [1]: Stalking/Sprinting (toggleable - 2-4 cooldown).

    Sprinting greatly increase movement speed but constantly consume the energy (not fast as TR's [1], x times slower).

    [RMB]: The same + in a landing spot will be created a Ball of Wool that will spread into a net and deal damage over time, the DoT can crit hit.

    [Class Gem]: Hits [LMB] will apply a Bleed DoT effect (that can crit) which stack x times, apply debuff for enemies which increase damage taken from all sources and after 1-2 sec all enemies inside the Ball of Wool's net will be pushed toward center.

    All DoTs are different DoTs, which mean the Kitty will have 2 stable damage sources + DoT from the net.


    And yeah. We definitely don't need a passive that greatly reduce fall damage. You know, it's a cat.

  2. #22
    Quote Originally Posted by Tortorion View Post
    We don't need any ability that have crowd control (CC) effect cuz we can 1-2 shot everything in the game (excluding bosses). Stun also doesn't work on ST bosses, charm wouldn't work on them too.

    What you say here does actually only apply to endgame. It is right that most CC do not work on ST bosses, but Trove has more to offer than only endgame 1hit farming and ST boss rooms.


    What's about mid game? What's about early game? Those are where CC do really come in handy. Places and situations where stuff does not get 1-hit-KO'd.


    Also, this might be just me, but I hope that Trove will one day have endgame where stuff can actually survive and where group roles will matter equally (tank, healer, dps, support). You are completelly right, that endgame does not support this at all, but you can't generalize endgame for the entire rest of Trove.



    Quote Originally Posted by Tortorion View Post
    Passive won't really help since how aggro work in game. As a melee class he/she can steal aggro without problem, unless there is a Revenant that spam [M2] and lose a lot of his DPS. Charm makes your passive useless too, unless Kitty will be another non-class gem class, which will make people ask for CG rework very fast. Having a 4.0x damage increase technically make other abilities have less base damage due class balancing - not too OP.
    Usual ST tanking does involve a vortex ability and many monsters clumped at close proximity, usually facing the tank, but definitelly they gather and look in different directions in that cluster. Any enemy will always have their back exposed that Kitty can make use of. Even if Kitty does steal aggro of an enemy, you just need to either walk a few steps away from the tank, target another enemy, that is facing the tank, or in case of dire need, activate stealth. Aside of CB and Rev, there are also other classes with taunting abilities, which will synergize perfectly.


    About charming and class gems:
    Charming offers a completelly new way to play this class. A class gem should not be a mandetory upgrade that will rise only your DPS bayond 9000, but it shall offer an alternative way to play a class. Yes, charming will not allow *yourself* to dish out more damage, but it is an ability that shines most when you are playing in a team (check out my OP about group play). It is essentially switching roles of kitty from DPS to support or tank.


    Yes, the class gem will be worse in some situations but is better in other situations. This Gem will add 2 different ways of playing with one single class. It brings varity and difference and it does allow specialization that goes bayond just choosing a class.



    Quote Originally Posted by Tortorion View Post
    Game right now is mostly pure DPS and movement speed. To be a "decent" class, Kitty would need:

    Solo:

    - AoE/multi-target
    'Jyamp' deals AoE

    - AS/Damage increase
    'Those active 5 Minutes' does cover that

    - At least 2 abilities that can do damage at the same time.
    Why?

    - Stable increased movement speed (replaced or faster by/than Knight sub-class 125MS to 170-180MS with [A][D] movement)
    'Those active 5 Minutes' does greatly increase MS, too. It just comes with that nap afterwards. Additionally to Sheer MS there are also abilities, that catapult you forward, taking NN's 1 ability or Fae's M2 cloning. Kitty's Jyamp does perform this kind of forward movement, which is supposed to travel faster than any mount. So even if you are using a mount, you can still add additional distance by Jyamping.

    But also leave some drawbacks to a class. Have things where a class is bad at, so other classes can surpass it there but have their own drawbacks at other things, too. No need to create an allmighty god.


    - "Can jump higher than other classes"
    This would be a neat feature. I can also see this as Sub class effect.



    Group:

    - Enemy debuff: Increased damage taken from all souces.
    One class should definitelly has this effect, but I do not see Kitty in the role of a debuffer. Nice idea though

    - (Increased AS to make GS even more broken)
    How would you make this different to CB' buff?

    Quote Originally Posted by Tortorion View Post
    In short: Make the class good for anything. The less classes to rework we have the better.




    My suggestions:

    Passive:

    - Increased jump speed and height.
    - Steal energy from enemies on [LMB] hit.

    [1]: Stalking/Sprinting (toggleable - 2-4 cooldown).

    Sprinting greatly increase movement speed but constantly consume the energy (not fast as TR's [1], x times slower).

    [RMB]: The same + in a landing spot will be created a Ball of Wool that will spread into a net and deal damage over time, the DoT can crit hit.

    [Class Gem]: Hits [LMB] will apply a Bleed DoT effect (that can crit) which stack x times, apply debuff for enemies which increase damage taken from all sources and after 1-2 sec all enemies inside the Ball of Wool's net will be pushed toward center.

    All DoTs are different DoTs, which mean the Kitty will have 2 stable damage sources + DoT from the net.

    You got some good suggestions for skills, but having all that in one single class would make it far too overpowered.


    Passive: viable


    [1]: kinda viable, but just adding some movement speed right off the bat without anything else would require little skill to use and during combat it gets pretty less use, if any. This skill has no synergy to other skills at all, which renders this skill to nothing but an easy-comforty-travelling ability between dungeons.

    It would be better to have an ability which got a use in combat, too.


    [RMB]: viable, but it is a straight forward skill that does not need any preperation or skill aside aiming the jump's landing position on the enemy.


    [Class Gem]: Not viable, too overpowered.
    Your suggestions would produce a mix of a CB (vortex) and DT (poision) on top of an overpowered support ability user AND a DPS machine inside one single class. A class gem should add an interesting new way to play a class or giving the class a buff, but it shall definitelly not instantly make at least 3 other classes irrelevant! Picking one of your suggested effects would fully cover what a Class Gem should give. I would go for your incoming damage debuff. But on your [RMB] ability only while [RMB] got some serious cool down. This alone gives plenty of reason to have this class in a group. For your other effects, invite a CB or a Rev instead and get some DPS classes for the damage part.



    But in the end of the day this would be too straight-forward for what Kitty is supposed to be.

    One of my most important concepts while making this class is the need of player skill to keep fighting interesting. Another is having balanced skills that are all needed during a fight. While all of Kitty's skills have different effects, they synergize perfectly with eachother. And Kitty should also be viable in group- and solo play aswell.

    At the same time, Kitty is supposed to bring new mechanics into the game, that make an actual difference during a fight, that other people will notice and give this class some type of uniqueness that no other class has. This would be attacking from behind, real invisibility and by chance charming, if you choose to use this effect.




    To dish out the highest damage or get the most out of a class it should not be dull and given for free; people need to work for that. This class should not be nothing but a reskinned other 'hold down button x and win'-class.

    If you want most damage, you have to keep synergizing Jyamp, 'Those active 5 Minutes', Stalking AND Backpawning all together. On the other hand, if you want to make use of charming, you need to also plan ahead of when and how to use your ulti and how to engage into sleep mode; how to prepare for sleeping charming.

    Your suggested skills would pretty much leave the player in front of a group of monsters with an effordless incoming damage debuff, while also sucking enemies together and also DoT-ing your foes into obliving. On top of your normal attacks. And during all this, your [1] ability becomes completelly irrelevant during the fight unless some very specific situations happen.




    Keep fights interesting! As example:

    No playerskill: GS activates ulti and keeps holding left mouse button on the target.

    With playerskill: Enemies will only recive max damage from Kitty, if Kitty hits them with a Jyamp from behind out of stealth. If there is no stealth involved or enemies are not hit from behind, then bad Kitty deals only a part of its potential damage. Work for it! And this shall greatly rewarded!


    Quote Originally Posted by Tortorion View Post
    And yeah. We definitely don't need a passive that greatly reduce fall damage. You know, it's a cat.

    Well, why not? This or have an increased jump high as subclass buff. Maybe both =^.^=

  3. #23
    With recent activity inside our forums, I want to give this class idea another nudge.


    It would be really pawsome if we had more classes inside the game that reward player skill and need some sort of tactic in order to get the fullest out of it.

  4. #24
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    I also would like to see a monk class called "Forbidden Monk". We already got a fox and a dragon class, sure why not a cat class.

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