Valherran, on 03 April 2013 - 04:39 PM, said:
Been playing the latest BETA you put out, it's pretty damn good. Though there is always a list to follow:
The new classes you can choose are definantly interesting, though the drawbacks on them are really, REALLY, annoying.
Tank - I really like the damage reduction and no self damage this class offers, but the slow movement when firing a weapon doesn't really help you any mid-late game. Some attacks shouldn't slow you at all, such as using kicks of any kind, reloading a pistol, placing trip bombs, or throwing pipe bombs. In mid-late game, the monsters you desperately need to avoid and always be on the move from, cannot be avoided once you fire at them due to that sluggish movement speed, and it gets you killed often. Not too sure on what to replace that penalty with, maybe halved HP/Armor pickups instead? Or possibly halved inventory?
Yes, I was afraid of that, and unfortunately I didn't have time to test the class in mid-late game. Without getting into the reasons for doing it the way I did, how does this sound for a second-take on the tank class:
Same damage reduction bonuses as before.
Slow overall movement speed at all times (not just when firing weapons)
But not as slow as the current speed penalty when firing
And you can perform a continuous high-speed dash at any time by double-tapping forward and then holding the forward key, but the dash costs health (1% of max health every 2 seconds, minimum 1 health cost).
Valherran, on 03 April 2013 - 04:39 PM, said:
Assassin - This class is more like a handicap to me, you get less ammo from pickups and increased damage at close range isn't really noticeable. I would suggest reworking this class to be something like; Half HP/Armor, free Damage Amp at close range. Half HP/Armor may seem bad, but the ammo reduction IMHO was worse. Having Damage Amp like damage at close range all the time would make this better. "Close range" should be increased a bit to offer better avoidance while playing your role. If this were to go into effect, then this class may or may not need fast leveling as a bonus.
You also get increased XP, which means you level your weapons a lot faster. I was able to finish WoA mode with this class without too much trouble. I didn't have trouble with ammo reduction, because there is plenty of ammo in most maps, and I was able to use kicks and close range shots to compensate. However, I may change things around to make them more fun. Also, I realize the ammo might be an issue in other modes.
The first idea that comes to mind is giving the player bonuses when attacking a designated targeted enemy, regardless of the distance to the enemy. For example, you do double damage and get triple XP against that enemy, but not against any other enemies. Targeting an enemy would require putting them in your crosshair and pressing the use key, and you have to wait several seconds, or until the enemy dies (whichever happens first) before you are allowed to change targets.
Valherran, on 03 April 2013 - 04:39 PM, said:
Zookeeper - Zookeeper was fun, but it got really annoying dealing with all of the mobs that fight for you, especially in tight maps. The slow leveling made this class pointless to be in mid-late game, it got to the point where high end mobs were overpowering me and the horde following me, resulting in me throwing in the towel at around 700k-1000k score. Since this class revolves around the player to rely on it's slain mobs fighting for you, I would put the ammo penalty from the current Assassin class on this one if you changed it. This will give the player a fighting chance for when a mega mob spawns on you late game.
Again, this is a case where I didn't have time to adequately test the class. I found it very easy going in WoA mode, but that was before I nerfed him to limit the max number of followers, and then I didn't test again after that.
I'm not sure what to do with this class, but I think there needs to be a guaranteed useful follower that can be summoned at any time (perhaps infinite dukebot that transfers a percentage of damage to the player, so when the bot gets hurt the player does too).
Thanks for all the feedback. I don't want to add additional classes until I have made the existing classes balanced and fun.