Hi there folks!
This suggestion have been delivered by some people, sometimes in a blurry fashion.
I have tought of it a bit and I would like to share my thoughts with you all.
We all know the abilities points will expire at some point, I think at level 60 or so we will have spent all our points, and I think we have to adress this problem as soon as possible.
I suggest at level 50 we have the opportunity to choose a specialization class.
Every class will have two sub-classes to choose from, one attack-oriented and one defensive-oriented.
Here are the sublclasses I have thought of:
- Berserk - Attack-oriented, looses Iron Blood and taunt and gains:
Speed: The Berserk will charge into war doing damage on impact on any enemy during the spell duration, with a possibility to send flying the enemies (same as stomp).
Berserk: Every successful attack during the duration of the spell adds an additional bonus to damage.
Passive ability: Gains additional dmg and evade while wearing 2h weapons.
- Knight - Defensive-oriented, looses the restore and vengeful slash and gains:
Retaliation: All the damage taken from the allies are conveyed to the knight, when a certain amount of damage have been accumulated, a nova starting from the bear will damage all enemies around him.
Resurrection: For 1 time only a knight can resurrect on his own. After he needs to respawn (or beign revived by a enchantress) to reuse this skill again.
Passive ability: Gains armour and h/s while weaing 1h weapons and shield.
- Cleric - Defensive-oriented, looses ice storm and frost-bite and gains:
Magic intervention: All allies are invulnerable to damage, apart from the caster, for a certain amount of time; if the caster dies all allies are vulnerable again; during this magic the cleric armour is lowered. Only the allies around the cleric, on the moment of casting the spell, gain the invulnerability buff.
Martial strike: With a special attack the enemies are stunned in place
Passive ability: Armour requirement for STR items are lowered and INT boosts while weaing 1h weapons and shield.
- Druid - Attack-oriented , looses drain life and magic shield and gains:
Shapeshift: Change form into a forest animal, gains boost into damage and speed.
Summon forest friend: Will summon a friend of the forest that will aid you and your allies in battle (If you shapeshift and summon at the same time, your summon dmg will drop) possibly a squirrel.
Passive ability: H/S boosts and DEX while wearing daggers, staves ans hand-to-and weapons.
- Ranger Defence-oriented , looses Restore and meditation and gains:
Follow trails: Debuff that disbales invisibility and lower dodge.
Herbs of the forest: Heals ranger to half is health instantly and gives a small bonus to health to allies, and himself, for a duration of time (active only if allies are injured at the time of casting)
Passive ability: H/S boosts and dodge while wearing 2h bows and crossbows.
- Assassin Attack-oriented looses evade and thorn root and gains:
Invisibility: While active none can target you - no one can see you; you have a dodge boost during the spell duration and when you attack you gain an additional dmg to your attack disabling the invisibility effect; if successfully attacked during the duration of the spell with an AOE spell, your invisibility will wear off.
Poison: AOE spell that drains enemies healt very fast, does not disable invisibility.
Passive ability: Dodge and health boosts while wearing shiled and dagger or talon.
These classes will have certain abilities that retain using any kind of weapon, but if they use specific weapon (close to the role they assume), they will get some more bonuses.
The way to 100 will be full-filled by perks - which I have already adressed in another post.
Feel free to contibute and add any idea to this suggestion.
P.S. Sorry for the long post