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"Great Orc" Class Suggestion

Yennefer Lev'ine

New member
Name: Great Orc
Weapons: Gundabad Mace (iron ingot), 5 dmg -> 6 dmg with voter + MAYBE Knockback 1 (knockback 1 could, for instance, be in another item, like a bone with just that - Big Orcs Big Mace Hurl U Off)
Armor: Iron Chestplate + Iron Leggings (Maybe instead Chain Leggings Protection 1-2 if this is much)
Special: Great Orcs would have the special ability to gain up to 5 absorption hearts (those being unhealable) every 45 seconds (or so), the effect lasting for 10-15 seconds.
Unlocking: The class would probably be between 3000-4000 points.
Maps: Dale/BattleOfFiveArmies?! :o (among others it could be welcome in).

Basically, I think this new mechanic would make for a more unique class; the numbers and values can be altered for balance - I just wanted to introduce the idea and see what people would think. Also, maces are just too damn cool (and underused).

So what you guys think of the general idea, over the numbers themselves? I just gave these for the suggestion's sake, to give an idea, but it could be changed to however it'd seem more fit.
 
[quote user_id="18244416" avatar="https://assets-cloud.enjin.com/users/18244416/avatar/medium.1497138743.jpeg" name="Yennefer Lev'ine"]Name: Great Orc
Maps: BattleOfFiveArmies?!

Wait is that a confirmed map?[/quote]
No
 
5 absorption hearts 10-15 seconds is pretty OP and then theres the cooldown of 45s where the class would be very vulnerable to pretty much any decent class. Maybe make great orc have 5 absorption hearts for 1 second with a cooldown of 10 seconds? This would make the class negate burst from classes such as mage, spearman, xbow and archer really effectively throughout a consistent time period (something a 45s cooldown wouldn't do for you) without making it broken while the hearts are up. This would also make it alot weaker vs melee so maybe give the class a 7 dmg melee with votes instead of 6 so it can compete with berserker and soldier (with ability up).

With these additions the class would be alot more skill based and also have much more counterplay to the class.
 
I'm uncertain about the right numbers, but the idea is to have it actually be at least slightly lasting when it comes to melee, rather than just negate these bursts (Each could be quite hard to time for most). It could work that way but it'd sincerely feel like more of the same, and mayhaps something I'd not be so eager to spend my points on, since its main asset is just limited to a single function and thus shadowed.
If anything the cooldowns for the absorption should be made so it's somewhat of an edge, although it's not so excruciatingly one-siding things (maybe less armor could suffice instead).
Your suggestion just turns the whole concept into something p meh; having people think before just mindlessly using the absorption is great, but having it just be literally one second, just so the player can tank one arrow or so (before the absorption is just mauled down by the volley, or simply worn out), makes the class basically have about a single utility. 3 seconds could be (with a cooldown longer than 10), but 1 is just too little; thus dwindling the potential the class could truly have.
Anyways, testing/practice, in server, is the best way to decide imo (if the concept is considered at first place).

Oh and also: Shieldman already serves that purpose quite well. (Duh)

When I made this suggestion I was quite oblivious to the numbers, thus I tried to focus more on the idea and how it would have more well-varied proprieties, rather than just fend off ranged attacks.
 
Verdict: It's an interesting concept that we will keep in the back of our heads in the future. With another name ofcourse.
 
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