"Path of the..."


There seems to be threads popping up every now and again about the paths available for heroes to take and one of the themes mentioned was specializing on a specific path.

Since at level 4, heroes have the oppertunity to choose their chosen path, I rehash the idea of offering specializations to those paths once the hero has reached an appropriate level (example level 10).

  • It doesn't have to be complex.
  • It can use/merge traits already existing.
  • It grants new options for heroes to explore
  • It's added rpg flavor

Here is an idea concept:

  • Path of the Warrior:
    • Specialization of the Berserker -- focuses on attack at the cost of defence
    • Specialization of the Champion -- focuses on bonuses when using equipment
  • Path of the Defender
    • Specialization of the Commander -- focuses on absorbing damage in lieu of allies
    • Specialization of the Paladin -- focuses on healing aspects for allies
  • Path of the Mage
    • Specialization of the Summoner -- focuses on the summoning of elementals and other units
    • Specialization of the Evoker -- focuses on non-permanent based spells like fireball and lighning bolt
  • Path of the Rogue
    • Specialization of the Assassin -- focuses on highcrit and sneak attacks when flanking
    • Specialization of the Scoundrel -- focuses on theft and monetary gain
  • Path of the Govenor
    • Specialization of the Aristocrat -- focuses on city management
    • Specialization of the General -- focuses on troop deployment

Note that some of these specializations could overlap with other aspects of the game. I don't think any of this should be neccessarily unique to the specialization as players may have different strategies made available to them to obtain those bonus types.

As I've already mentioned, other threads do have notes on this topic. Just wanted to through my idea out there for comment.

Cheers.

4,971 views 20 replies
Reply #1 Top

like you said there are many threads about these things, most ppl love the idea and has its own version

but first we should see some deep balance into the main existing classes, some of them are not working at all (Also you forgot archers, they cant be the same as assassins :P )

Reply #2 Top

I'm not sure anymore if these kind of suggestions will be in (release). Modders will take care of that though:)

Reply #3 Top

I think that the gap between the paths is currently too small and the path selection should have a huge impact on the development of the hero. The paths should be selected at level 2 and Fallen Enchantress should have the following paths:

- Path of the Warrior

- Path of the Assassin

- Path of the Evoker

- Path of the Conjurer

- Path of the Governor

Reply #4 Top

I really like the idea Firefly, might make champions more fun flavour wise, and less generic.

Quoting t1it, reply 2
I'm not sure anymore if these kind of suggestions will be in (release). Modders will take care of that though:)

Its really sad to hear people say stuff like this, I really want the vanilla/core game to function, a game should not only be amusing if you plop on some mod on it, it will go bad, trust me.

Sincerely
~ Kongdej

Reply #5 Top

Quoting Kongdej, reply 5
I really like the idea Firefly, might make champions more fun flavour wise, and less generic.


Quoting t1it, reply 2I'm not sure anymore if these kind of suggestions will be in (release). Modders will take care of that though:)

Its really sad to hear people say stuff like this, I really want the vanilla/core game to function, a game should not only be amusing if you plop on some mod on it, it will go bad, trust me.

Sincerely
~ Kongdej

Just saying what I think. Of course I'd love those things in vanilla but Brad said himself the game is future complete and no new content is up for release.

Reply #6 Top

Quoting t1it, reply 6



Just saying what I think. Of course I'd love those things in vanilla but Brad said himself the game is future complete and no new content is up for release.

It's not necessarily 'new' content.

Granted, I'm no coding expert, but repeating the level 4 code at the level 10 spot with specialization choices seems an easy task. Some of the traits already exist and just have to be moved to the right spot. Other traits will exist in two locations, but locations of different paths such that they cannot be obtained twice. Still a few other traits can be made based off of effects that already exist in the game. A few in the end may need to be developed, but that's only the few.

Maybe it'll happen...and it would be really really cool if it did....I'm not expecting it before release though.

 

Reply #7 Top

seanw3 has something like this in his mod.

Reply #8 Top

Quoting Kongdej, reply 5
I really like the idea Firefly, might make champions more fun flavour wise, and less generic.


Quoting t1it, reply 2I'm not sure anymore if these kind of suggestions will be in (release). Modders will take care of that though:)

Its really sad to hear people say stuff like this, I really want the vanilla/core game to function, a game should not only be amusing if you plop on some mod on it, it will go bad, trust me.

Sincerely
~ Kongdej

I agree 100%

I also think I like the idea presented in the OP very much also.

Reply #9 Top

Quoting GFireflyE, reply 7

Quoting t1it, reply 6


Just saying what I think. Of course I'd love those things in vanilla but Brad said himself the game is future complete and no new content is up for release.


It's not necessarily 'new' content.

Granted, I'm no coding expert, but repeating the level 4 code at the level 10 spot with specialization choices seems an easy task. Some of the traits already exist and just have to be moved to the right spot. Other traits will exist in two locations, but locations of different paths such that they cannot be obtained twice. Still a few other traits can be made based off of effects that already exist in the game. A few in the end may need to be developed, but that's only the few.

Maybe it'll happen...and it would be really really cool if it did....I'm not expecting it before release though.

 

It's definitely new content as it revamps one of the major aspects of the game and would need tons of balancing.

Reply #10 Top

Just like choosing your character for the board game Descent 2.

I would change "Specialization of the Aristocrat -- focuses on city management" to Civil Servant which seems more apt.

Reply #11 Top

Quoting t1it, reply 10
It's definitely new content as it revamps one of the major aspects of the game and would need tons of balancing.

Feature Complete >=< Content Complete.

Reply #12 Top

If anyone wants to learn modding, adding new paths is one of the easiest ways to get your feet wet. Paths are simply traits that work as prerequisites for other traits. 

Reply #13 Top

Quoting t1it, reply 10

 

It's definitely new content as it revamps one of the major aspects of the game and would need tons of balancing.

 

new content would be if they add a vampire class that resurrect goku and use it as a pet

moving some trait into some subclasses isnt really content cmon

anyway its not  somethng the game REALLY need, classes need some functionality and balance, adding more subclasses etc is just cooler but not required imo

Reply #14 Top

Quoting ddd888, reply 14
is just cooler but not required imo

Cooler = better, thats why I live in a cold country.

Sincerely
~ Kongdej

Reply #15 Top

Quoting ddd888, reply 14

Quoting t1it, reply 10
 

It's definitely new content as it revamps one of the major aspects of the game and would need tons of balancing.

 

new content would be if they add a vampire class that resurrect goku and use it as a pet

moving some trait into some subclasses isnt really content cmon

anyway its not  somethng the game REALLY need, classes need some functionality and balance, adding more subclasses etc is just cooler but not required imo

But there aren't enough spells or abilities on several of the suggested paths (like summoner subclass for instance). And others would have more than the necessary spells.

Reply #16 Top

I like this idea and have been toying around with this same thought but to a greater degree.  But I do not know the limitations of the initial Sov creator.  Is it possible to set the path of XXXX within the sov creator?  Also I noticed that with the level restriction abilities added to weapons you could also add a unitstat_tag for armor types that a specific type of class of armor could be restricted to.  So a Path of Mage could not wear plate and cast spells.  Just a thought on that.

 

Anyone know if you can set the sov generator to allow you to add a cost to the different Paths and implement them there?

Reply #17 Top

Nevermind I found a work around.  Set all the costs of the spell books to 10 and then set whatever costs to the extra abilities you want to.  I.E.  If you wanted to set all the secondary ability costs to 2 so you can only choose 3 of them.  Then set Path of XXXX to Req level 2 only level 2 you can have it that you can choose what path you want to chase down dependent upon your circumstances for each character at game start.  Then set the mage books to be given as ability bonuses for taking path of the mage, and the book of life/death for path of the defender.  Add whatever else you want for the rest of the paths to balance them out.  You could even set it that Path of the mage / Gov. has +0 hp/ lvl, Path of Assasin +1 Hp +1 Dodge / lvl (subject to balance), Path of Defender +2 Hp / lvl, and Warrior +3 HP.

 

As an aside I thought of a possible way to solve the equipment scaling issue with regards to armor.  Remove the armor component from gloves, boots, and hats and only make them bonus stats (Dodge, Init, Crit).  Then balance all the weapons compared to this.  This coupled with the ability to only wear what armor you are allowed to wear would allow for simple AI Script management.  Of course this only works if the multiple rols for each member of a squad is allowed.  Like a said its a side track, back to Path of the XXXX discussions.

Reply #18 Top

Quoting halmal242, reply 17
I like this idea and have been toying around with this same thought but to a greater degree.  But I do not know the limitations of the initial Sov creator.  Is it possible to set the path of XXXX within the sov creator?  Also I noticed that with the level restriction abilities added to weapons you could also add a unitstat_tag for armor types that a specific type of class of armor could be restricted to.  So a Path of Mage could not wear plate and cast spells.  Just a thought on that.

 

Anyone know if you can set the sov generator to allow you to add a cost to the different Paths and implement them there?

 

if you mean that you have to choose at the creation and only there, sure its easily doable

but whats the purpose of this?

Reply #19 Top

This is just an idea for possibly setting up similar to base classes for units as well as Sov.  This is just a rough idea at the moment, just thought I would add my 2 copper here.

Reply #20 Top


I agree HeavenFall, Sean is awesome.

And Kongdej has the right of it here. The game shouldn't be released with the expectation that modders will adjust the game to make it fun to play. The base game needs to be capable of standing up to criticism on it's own. Currently it doesn't.