Camelot Unchained Wiki
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==Class Overview==
 
==Class Overview==
   
[[Archetypes]] are general base types from which more detailed [[Classes|classes]] and class-specific [[Ability Building System|abilities]] can be shaped.
+
[[Archetypes]] are general base types from which more detailed classes and class-specific [[Ability Building System|abilities]] can be shaped.
   
 
Classes of the same [[archetype]] might vary considerably from one another, depending on [[Realm]], [[Races|race]] and gender <ref name=":0">http://camelotunchained.com/v2/foundational-principle-4-choice-matters/</ref>. This variation will be achieved through [[Banes and Boons|banes and boons]], [[Stat System|stats]] and some different [[Ability Building System|abilities]], since corresponding classes from different Realms [[Foundational Principles#Foundational Principle #6|will ''not'' be mirrored]].
 
Classes of the same [[archetype]] might vary considerably from one another, depending on [[Realm]], [[Races|race]] and gender <ref name=":0">http://camelotunchained.com/v2/foundational-principle-4-choice-matters/</ref>. This variation will be achieved through [[Banes and Boons|banes and boons]], [[Stat System|stats]] and some different [[Ability Building System|abilities]], since corresponding classes from different Realms [[Foundational Principles#Foundational Principle #6|will ''not'' be mirrored]].
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TBA
 
TBA
   
===[[Arthurians|Arthurian]] Classes===
+
===[[File:Shields-arth.png|30px]] [[Arthurians|Arthurian]] Classes===
 
<br>
 
<br>
  +
* [[Abbot]] - Devout
* Unrevealed
 
  +
* [[Blackguard]] - Archers
* Unrevealed
 
  +
* [[Black Knight]] - Heavy Fighters
* Unrevealed
 
  +
* [[Dread Caller]] - Spirit Mages
* Unrevealed
 
  +
* [[Enchanted Knight]] - ShapeShifters
* Unrevealed
 
  +
* [[Flame Warden]] - Mages
* Unrevealed
 
  +
* [[Minstrel]] - Support
* Unrevealed
 
  +
* [[Physician]] - Healers
* Unrevealed
 
  +
* [[Specter]] - Scouts
* Unrevealed
 
  +
* [[Veilstalker]] - Stealthers
* Unrevealed
 
* Unrevealed
 
 
<br />
 
<br />
   
===[[Tuatha Dé Danann]] Classes===
+
===[[File:Shields-tdd.png|30px]] [[Tuatha Dé Danann]] Classes===
 
<br>
 
<br>
  +
* [[Black Rider]] - Shapeshifter
* [[Morrigan_Class|Morrigan]]
 
  +
* [[Blessed Crow]] - Devout
* Unrevealed
 
  +
* [[Dark Fool]] - Support
* Unrevealed
 
  +
* [[Druid]] - Mages
* Unrevealed
 
  +
* [[Empath]] - Healers
* Unrevealed
 
  +
* [[Fianna]] - Heavy Fighters
* Unrevealed
 
  +
* [[Forest Stalker]] - Archers
* Unrevealed
 
 
* [[Morrigan_Class|Morrigan]] - Spirit Mages
* Unrevealed
 
  +
* [[Red Cap]] - Stealthers
* Unrevealed
 
  +
* [[Wisp]] - Scouts
* Unrevealed
 
* Unrevealed
 
 
<br />
 
<br />
   
===[[Vikings|Viking]] Classes===
+
===[[File:Shields-viking.png|30px]] [[Vikings|Viking]] Classes===
<br>
+
<br>
* [[HelBound]]
+
* [[Arisen]] - Scouts
 
* [[Drengr]]
 
* [[Drengr]]
  +
* [[Child of Loki]] - Shapeshifters
* Unrevealed
 
  +
* [[HelBound]] - Devout
* Unrevealed
 
  +
* [[Mjölnir]] - Heavy Fighters
* Unrevealed
 
  +
* [[Shadow Walker]] - Stealthers
* Unrevealed
 
  +
* [[Skald]] - Support
* Unrevealed
 
  +
* [[Slaughterwolf]] - Spirit Mages
* Unrevealed
 
  +
* [[Stonehealer]] - Healer
* Unrevealed
 
  +
* [[Wave Weaver]] - Mages
* Unrevealed
 
  +
* [[Winter's Shadow]] - Archers
* Unrevealed
 
 
<br />
 
<br />
   
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<!--Still a work in progress-->
 
<!--Still a work in progress-->
 
[[file:Fawvaan.png|thumb|upright=1.6|Helbound, the Viking Healer]]
 
[[file:Fawvaan.png|thumb|upright=1.6|Helbound, the Viking Healer]]
''"Camelot Unchained will feature a selection of classes at launch, with the actual number dependent on meeting certain stretch goals. We support an extended version of the “Holy Trinity” as well as “rock, paper, and scissors”, and initially, we'll have at least five classes per realm. For more on how the RPS theory applies, please refer to [[Foundational_Principles#Foundational_Principle_.236|Foundational Principle #6]]."'' <ref name="ks_project" /> By Holy Trinity, this was referred as in Camelot Unchained's case to be the Tank, Healer and Caster [[archetypes]]. The [[Crafter]] was confirmed has being it's own class. It was shown late in the campaign that a sound based [[archetype]] would also be included, with [[Gargoyle]] Bard concept art was released to support this. The Archer archetype was confirmed as part the first [[Stretch Goal]] and was reached towards at the end of the campaign. <ref name="ks_project">[https://www.kickstarter.com/projects/13861848/camelot-unchained/description Kickstarter Project Description]</ref>.<br />
+
''"Camelot Unchained will feature a selection of classes at launch, with the actual number dependent on meeting certain stretch goals. We support an extended version of the “Holy Trinity” as well as “rock, paper, and scissors”, and initially, we'll have at least five classes per realm. For more on how the RPS theory applies, please refer to [[Foundational_Principles#Foundational_Principle_.236|Foundational Principle #6]]."'' <ref name="ks_project" /> By Holy Trinity, this was referred as in Camelot Unchained's case to be the tank, healer and caster [[archetypes]]. The [[Crafter]] was confirmed has being it's own class. It was shown late in the campaign that a sound based [[archetype]] would also be included, with [[Gargoyle]] Bard concept art was released to support this. The archer archetype was confirmed as part the first [[Stretch Goal]] and was reached towards at the end of the campaign. <ref name="ks_project">[https://www.kickstarter.com/projects/13861848/camelot-unchained/description Kickstarter Project Description]</ref>.<br />
   
 
During the [[Kickstarter]] any [[stealth]] classes were pointedly not confirmed. [[Mark Jacobs]] had little interest in doing a stealth system for the game that was trite in nature. He would to come up with a better stealth system for the game, or not put it in at all. The design goals included making it difficult to make stealth [[zergs]], and coming up with a system that was a bit more original. Despite this, a proposed [[stealth]] system was presented during the [[Kickstarter]] using the Veilwalker and their counter Veilstalker archetypes. In Q&A, these were revealed to be their own classes. This would go on to be a hot topic for quite some time. <ref name="ks_update28">[https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/464295 Kickstarter Update # 28]</ref>
 
During the [[Kickstarter]] any [[stealth]] classes were pointedly not confirmed. [[Mark Jacobs]] had little interest in doing a stealth system for the game that was trite in nature. He would to come up with a better stealth system for the game, or not put it in at all. The design goals included making it difficult to make stealth [[zergs]], and coming up with a system that was a bit more original. Despite this, a proposed [[stealth]] system was presented during the [[Kickstarter]] using the Veilwalker and their counter Veilstalker archetypes. In Q&A, these were revealed to be their own classes. This would go on to be a hot topic for quite some time. <ref name="ks_update28">[https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/464295 Kickstarter Update # 28]</ref>
   
After the [[Kickstarter]], the first class to get revealed was the [[Helbound]]; a [[Archetypes#Healer Archetype|Healer archetype]]. This game out with a [[Becoming]] story, and concept art. The 3D model of the Helbound would go on and serve as one of the test models during the Tech Alpha. While not a lot of details were revealed about their mechanics, the duality of the aspects of life and death are the central theme of the class.
+
After the [[Kickstarter]], the first class to get revealed was the [[HelBound]]; a healer archetype. This game out with a [[Becoming]] story, and concept art. The 3D model of the HelBound would go on and serve as one of the test models during the Tech Alpha. While not a lot of details were revealed about their mechanics, the duality of the aspects of life and death are the central theme of the class.
   
The proposed [[Viking]] [[Drengr]] class of the [[Archetypes#Warrior Archetype|Warrior archetype]] was revealed to the community in the form of a technical document. This was primarily done to showcase the [[Path System|path]] system. The Drengr included 5 paths that all focused around using a particular weapon in conjunction with a god.
+
The proposed [[Viking]] [[Drengr]] class of the tank archetype was revealed to the community in the form of a technical document <ref name="drengr_doc">[https://drive.google.com/file/d/0B74yrgW951OZVjFRN1FYMHpVRGs/view?usp=sharing Drengr class concept document]</ref>. This was primarily done to showcase the [[Path System|path]] system. The Drengr included 5 paths that all focused around using a particular weapon in conjunction with a god.
   
The next proposed class fell under the [[Pet Class]] [[archetype]] through an Extender Pack stretch goal, the Extender Pack meaning that the Pet Class archetype possibly wouldn't be released till after the game launch. This became a surprise for some because [[City State Entertainment|CSE]] was initially against pets because of pathing issues, AI and rendering additional bodies on the screen (thus putting further pressure on the game engine). The proposed [[Pet Class]] was confirmed as the stretch goal which was completed on May 30th, 2015, and it would feature pets as a crossover between spells and "classical" pets, that would float or fly towards their target. <ref name="spirit_pet_sg">[http://camelotunchained.com/v2/stretch-goals/spirit-in-the-sky-extender-pack-plus-1/ Spirit In The Sky]</ref>.<br />
+
The next proposed class fell under the pet class archetype through an Extender Pack stretch goal, the Extender Pack meaning that the pet class archetype possibly wouldn't be released till after the game launch. This became a surprise for some because [[City State Entertainment|CSE]] was initially against pets because of pathing issues, AI and rendering additional bodies on the screen (thus putting further pressure on the game engine). The proposed pet class was confirmed as the stretch goal which was completed on May 30th, 2015, and it would feature pets as a crossover between spells and "classical" pets, that would float or fly towards their target. <ref name="spirit_pet_sg">[http://camelotunchained.com/v2/stretch-goals/spirit-in-the-sky-extender-pack-plus-1/ Spirit In The Sky]</ref>.<br />
   
This [[Stretch Goal]] originally detailed the proposed [[Stealth]] system. This provided more concrete details about the [[camouflage]] system for the [[Archetypes#Archer Archetype|Archer]]. As well as a bit more refined showcasing of the previously mentioned [[VeilStalker]] and [[VeilWalker]]; whom are painted as being more light-medium fighters and not one-shot assassins. Also included in this stretch goal was the [[Scout]] [[archetype]] whose skill set would allow them to survey and even glimpse behind and through enemy fortifications. In the update it was stated that only the [[camouflage]] system was confirmed for launch, while the other proposed Stealth classes were likely to be fit in but the game won't be delay to include them. <ref name="stealth_sg">[http://camelotunchained.com/v2/stealth-unchained-our-next-stretch-goal-and-so-much-more-pictures/ Stealth Unchained Update]</ref>
+
This [[Stretch Goal]] originally detailed the proposed [[stealth]] system. This provided more concrete details about the [[camouflage]] system for the archer archetype. As well as a bit more refined showcasing of the previously mentioned [[VeilStalker]] and [[VeilWalker]]; whom are painted as being more light-medium fighters, and not one-shot assassins. Also included in this stretch goal was the [[Scout]] whose skill set would allow them to survey and even glimpse behind and through enemy fortifications. In the update it was stated that only the [[camouflage]] system was confirmed for launch, while the other proposed Stealth classes were likely to be fit in but the game won't be delay to include them. <ref name="stealth_sg">[http://camelotunchained.com/v2/stealth-unchained-our-next-stretch-goal-and-so-much-more-pictures/ Stealth Unchained Update]</ref>
   
During a livestream [[City State Entertainment|CSE]] revealed a change in philosophy in regards to class design. Originally, as shown as in the Drengr class reveal document and [[Classes#Videos|livestream]], a class would come with around 5 paths to choose from. Here, they decided to shift gears a bit and have more classes with less paths. The reasons behind there were: It would allow them to make stronger paths, coming up with at least 5 paths for a class that were all originally good would take too much time, allow for more distinction, and having fewer paths to a class would make that class much easier to balance. Silhouettes of ten sets of class trios were shown, one for each [[Realm]] were listed the site's Class section. Then once per week every friday start September 25th, 2015, the community would vote set of classes they'd like to be revealed. During a livestream, the Morrigan class name for the Spirit Caster Archetype was dropped. <ref name=":2">http://camelotunchained.com/v2/afternoon-update-friday-september-25th-2015/ Afternoon Update 9-25-15</ref>
+
During a livestream [[City State Entertainment|CSE]] revealed a change in philosophy in regards to class design. Originally, as shown as in the Drengr class reveal document and [[Classes#Videos|livestream]], a class would come with around 5 paths to choose from. Here, they decided to shift gears a bit and have more classes with less paths. The reasons behind there were: It would allow them to make stronger paths, coming up with at least 5 paths for a class that were all originally good would take too much time, allow for more distinction, and having fewer paths to a class would make that class much easier to balance. Silhouettes of ten sets of class trios were shown, one for each [[Realm]] were listed the site's class section. Then once per week every Friday start September 25th, 2015, the community would vote set of classes they'd like to be revealed. During a livestream, the Morrigan class name for the Spirit Caster Archetype was dropped. <ref name=":2">http://camelotunchained.com/v2/afternoon-update-friday-september-25th-2015/ Afternoon Update 9-25-15</ref>
<!--
 
==Archetypes and Classes Added Through Stretch Goals==
 
[[file:Fawvaan.png|thumb|upright=1.6|Helbound, the Viking Healer]]
 
The sixth launch class is based on the [[Archetypes#Archer Archetype|Archer]] [[Archetypes|Archetype]]. Archers were the first [[Stretch Goals|Stretch Goal]], which funded before the KickStarter ended.<ref name="ks_project">[https://www.kickstarter.com/projects/13861848/camelot-unchained/description Kickstarter Project Description]</ref>.<br />
 
 
A [[Pets|Spirit Pet]] class was introduced and funded through the '''Spirit In The Sky Extender Pack Plus #1''' [[Stretch Goals|Stretch Goal]]. This class currently [[Archetypes#Mage Archetype|seems to be classified under the Mage Archetype]] and is slated to go in shortly after launch, but may make it in for launch if time permits without delaying the launch. <ref name="spirit_pet_sg">[http://camelotunchained.com/v2/stretch-goals/spirit-in-the-sky-extender-pack-plus-1/ Spirit In The Sky]</ref>.<br />
 
 
[[Stealth]] classes became the focus of the current Stealth Unchained <ref name="stealth_sg">[http://camelotunchained.com/v2/stealth-unchained-our-next-stretch-goal-and-so-much-more-pictures/ Stealth Unchained]</ref> [[Stretch Goals|Stretch Goal]]. The initial proposal for a [[Veil]]-based [[stealth]] (introduced during KickStarter update #28 <ref name="ks_update28">[https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/464295 Kickstarter Update # 28]</ref> and also covered in a [https://www.youtube.com/watch?v=zWQWvcvxOjI%5D video update]) has been somewhat modified in this version. In addition to changes in the [[VeilWalker]] and [[VeilStalker]] concepts, a [[Scout]] class has been added.
 
 
 
Much like the [[Pets|Spirit Pets]], the stealth classes are not confirmed for launch, though it will be attempted. If it is determined that these classes would delay launch, they will be implemented shortly after launch as [[Mark Jacobs]] explained:<br/><br/> "''In terms of implementation, only Part 1 ([[Camouflage]]) is currently confirmed for launch.''
 
 
''If we think that Part 2 (Scouts) will delay the release of the game, it will be bumped post-launch, because it is outside of the original concept for stealth. However, I don’t want to make this entire SG an Extender Pack, because I think it is important to get these guys in early if we are going to add true stealth as in Part 3. I’m hoping that some of the tech we will need for spirits will help us get scouts in at launch as well.''
 
 
''We will try to get Part 3 (Veilwalkers/Veilstalkers) in before launch, as well. No promises on that one: we can promise that we will work on them for launch, but we will not delay launch for them.''" <ref name="stealth_sg" />
 
-->
 
   
 
==The Path System==
 
==The Path System==
 
[[file:Mjolnir thumb.jpg|thumb|upright=1.25|Drengr, the Viking Warrior]]
 
[[file:Mjolnir thumb.jpg|thumb|upright=1.25|Drengr, the Viking Warrior]]
 
Some (possibly all) classes will utilize the proposed [[Path System]], which was first introduced in the [https://drive.google.com/file/d/0B74yrgW951OZVjFRN1FYMHpVRGs/view?usp=sharing Drengr class concept document]. <ref name="drengr_doc">[https://drive.google.com/file/d/0B74yrgW951OZVjFRN1FYMHpVRGs/view?usp=sharing Drengr class concept document]</ref>
 
Some (possibly all) classes will utilize the proposed [[Path System]], which was first introduced in the [https://drive.google.com/file/d/0B74yrgW951OZVjFRN1FYMHpVRGs/view?usp=sharing Drengr class concept document]. <ref name="drengr_doc">[https://drive.google.com/file/d/0B74yrgW951OZVjFRN1FYMHpVRGs/view?usp=sharing Drengr class concept document]</ref>
 
== Developer Quotes ==
 
 
[[Mark Jacobs]]: "...Final example: You want to play a [[Archetypes#Mage Archetype|mage]] who likes to play with fire, a lot. After deciding that a female [[Tuatha Dé Danann]] gives you a nice little bonus and after some serious min-maxing, you now have a character..." <ref name=":0" />
 
 
[[Mark Jacobs|Mark Jacobs:]] "Cloth wearing characters should be at a major disadvantage up close and personal with tanks but I also think that we need to stay away from the glass cannon bit because that can really get out of hand if we are not careful.''" ''<ref name=":1">https://www.kickstarter.com/projects/13861848/camelot-unchained/comments?cursor=2685591#comment-2685590</ref>
 
 
'''Question''': ''"It was previously mentioned that solo play should and will be a viable option in [[Camelot Unchained|CU]]. How are you going to make it happen?"''
 
 
'''Renée Machyousky''': "[[Mark Jacobs|Mark]] is a fan of solo play. So, while we can’t describe actual mechanics/details at present, I feel confident saying solo play will be a viable option for those who prefer that playstyle." <ref>http://camelotunchained.com/v2/piercing-the-veil-7/</ref>
 
 
[[Mark Jacobs]]: Is small group [[combat]] going to be useful in [[Camelot Unchained|CU]]? Absolutely! And I also want this game to support solo play.<ref>https://www.kickstarter.com/projects/13861848/camelot-unchained/posts/465723</ref>
 
 
[[Mark Jacobs]]: "We can also really look at making the tanks more useful than in most games because their abilities can all be geared to RvR. They might benefit the most from the loss of PvE even though that might seem counter-intuitive." <ref>https://www.kickstarter.com/projects/13861848/camelot-unchained/comments?cursor=2685615#comment-2685614</ref>; "I've read some comments (not here) where people have said that tanks have no place in a pure RvR game and I really don't understand their logic." <ref name=":1" />
 
 
[[Mark Jacobs]]: "The [[Race|races]]/genders will be very different from each other in terms of their starting [[Stat System|stats]]/[[Ability Building System|abilities]] but also in numerous other ways. For example, certain races/genders are better attuned to the sources of [[Magic|magical]] power in [[Islands|the world]]. I know some people will complain that this is not fair but that is how it is going to be in [[Camelot Unchained|CU]], where these choices matter.[[File:Pets7.jpg|thumb|upright=1.25|Spirit Pet Class]]
 
We want the player to think carefully before they create their character, to run the various character generators and read the guides before beginning the process. We are not seeking to gain traction among traditionally non-gamers but rather amongst experienced RPG and MMORPG players." <ref name=":0" />
 
 
 
[[Mark Jacobs]]: "The [[Races|race]]/gender [[Stat System|statistical]] differences are only the beginning. I've talked about implementing a very PnP feeling [[Banes and Boons]] system which will allow further customization of a character. That along with the ''swing a sword enough times, your strength goes up'' also means that whatever your starting abilities are, you'll be moving up more than a little bit.
 
 
Additionally, players will be able to customize their characters more than just stats so adjusting body type and other attributes ([[Races|race]] for example) also play a role in determining your baseline character. What it really boils down to is whether the initial [[Stat System|statistical differences]] are so great that if you want to play a female [[Human|human]] [[Archetypes#Warrior Archetype|warrior]] for example you'll be really gimped (without arguing over "how gimped is gimped") in [[RvR]]. The answer that [[Races|race]]/gender matter along with [[Banes and Boons|B&B]] choices but not to the point of being gimped after character creation.
 
 
The same thing applies to [[races]]/[[classes]] of course. We don’t want the races/classes to be the exact same across the various [[realms]] as we want [[Camelot Unchained|CU]] to be based more on rock, paper, scissor rather than mirroring as we did in Warhammer Online. My feeling is that if I am willing to go RPS and endure the howls of people who want a mirrored system (or want their choice of realm/race/class to be OP), I might as well go all the way with making choice matter. With '''WAR''', I told the team that I wanted to go mirrored because of the issues we had with Dark Age of Camelot but it’s a different time now and thankfully a different game." <ref>https://www.reddit.com/r/CamelotUnchained/comments/19p2vw/my_perspective_on_foundation_principles_2_through/c8q8qt7</ref>
 
   
 
== Videos ==
 
== Videos ==
Line 140: Line 98:
 
== References ==
 
== References ==
 
<references />
 
<references />
  +
  +
<br><br>
  +
{{Class nav}}
  +
[[FR:Classes]]

Latest revision as of 02:21, 21 April 2016

Classes
Classes

Class Overview[ | ]

Archetypes are general base types from which more detailed classes and class-specific abilities can be shaped.

Classes of the same archetype might vary considerably from one another, depending on Realm, race and gender [1]. This variation will be achieved through banes and boons, stats and some different abilities, since corresponding classes from different Realms will not be mirrored.

Class Structure[ | ]

TBA

Shields-arth Arthurian Classes[ | ]



Shields-tdd Tuatha Dé Danann Classes[ | ]



Shields-viking Viking Classes[ | ]



Class Development[ | ]

Fawvaan

Helbound, the Viking Healer

"Camelot Unchained will feature a selection of classes at launch, with the actual number dependent on meeting certain stretch goals. We support an extended version of the “Holy Trinity” as well as “rock, paper, and scissors”, and initially, we'll have at least five classes per realm. For more on how the RPS theory applies, please refer to Foundational Principle #6." [2] By Holy Trinity, this was referred as in Camelot Unchained's case to be the tank, healer and caster archetypes. The Crafter was confirmed has being it's own class. It was shown late in the campaign that a sound based archetype would also be included, with Gargoyle Bard concept art was released to support this. The archer archetype was confirmed as part the first Stretch Goal and was reached towards at the end of the campaign. [2].

During the Kickstarter any stealth classes were pointedly not confirmed. Mark Jacobs had little interest in doing a stealth system for the game that was trite in nature. He would to come up with a better stealth system for the game, or not put it in at all. The design goals included making it difficult to make stealth zergs, and coming up with a system that was a bit more original. Despite this, a proposed stealth system was presented during the Kickstarter using the Veilwalker and their counter Veilstalker archetypes. In Q&A, these were revealed to be their own classes. This would go on to be a hot topic for quite some time. [3]

After the Kickstarter, the first class to get revealed was the HelBound; a healer archetype. This game out with a Becoming story, and concept art. The 3D model of the HelBound would go on and serve as one of the test models during the Tech Alpha. While not a lot of details were revealed about their mechanics, the duality of the aspects of life and death are the central theme of the class.

The proposed Viking Drengr class of the tank archetype was revealed to the community in the form of a technical document [4]. This was primarily done to showcase the path system. The Drengr included 5 paths that all focused around using a particular weapon in conjunction with a god.

The next proposed class fell under the pet class archetype through an Extender Pack stretch goal, the Extender Pack meaning that the pet class archetype possibly wouldn't be released till after the game launch. This became a surprise for some because CSE was initially against pets because of pathing issues, AI and rendering additional bodies on the screen (thus putting further pressure on the game engine). The proposed pet class was confirmed as the stretch goal which was completed on May 30th, 2015, and it would feature pets as a crossover between spells and "classical" pets, that would float or fly towards their target. [5].

This Stretch Goal originally detailed the proposed stealth system. This provided more concrete details about the camouflage system for the archer archetype. As well as a bit more refined showcasing of the previously mentioned VeilStalker and VeilWalker; whom are painted as being more light-medium fighters, and not one-shot assassins. Also included in this stretch goal was the Scout whose skill set would allow them to survey and even glimpse behind and through enemy fortifications. In the update it was stated that only the camouflage system was confirmed for launch, while the other proposed Stealth classes were likely to be fit in but the game won't be delay to include them. [6]

During a livestream CSE revealed a change in philosophy in regards to class design. Originally, as shown as in the Drengr class reveal document and livestream, a class would come with around 5 paths to choose from. Here, they decided to shift gears a bit and have more classes with less paths. The reasons behind there were: It would allow them to make stronger paths, coming up with at least 5 paths for a class that were all originally good would take too much time, allow for more distinction, and having fewer paths to a class would make that class much easier to balance. Silhouettes of ten sets of class trios were shown, one for each Realm were listed the site's class section. Then once per week every Friday start September 25th, 2015, the community would vote set of classes they'd like to be revealed. During a livestream, the Morrigan class name for the Spirit Caster Archetype was dropped. [7]

The Path System[ | ]

Mjolnir thumb

Drengr, the Viking Warrior

Some (possibly all) classes will utilize the proposed Path System, which was first introduced in the Drengr class concept document. [4]

Videos[ | ]

Fall Season Class Reveal Livestream
Drengr Class Update
Drengr Livestream Presentation 1-7
Drengr Livestream Q
Opposition Podcast with Mark Jacobs regarding classes

References[ | ]