seph1roth5
Well-known member
Premade paths have been pretty bad for a very long time. Devs know and acknowledge it, but have said it's far too much work to fix because they'd have to do each path for each race, and that's a lot of work.
What I suggest is to scrap the overly broad path system and just make a small handful of premade characters with a set race so new players could ease into the game without having a zillion options still. It seems like many new people choose a path not knowing that they're bad, or even how they work really. The game doesn't give you much information on what the path does or how to go off of it.
I'm not going to actually MAKE each character 1-20 but rather just give a broad overview of what I think they should be.
1: Two-handed human paladin (easy)
- str/con/cha
- human for healing amp, extra feat/skill pt, and simplicity. Probably not put too much in the tree
- Knight of the Chalice main obviously. Dps with some aoe
- Splash in sacred defender for LoH support, defensive stance buffs
- Feats: two-handed fighting line obviously, power attack, maaaaybe cleave? Bit complicated to take cleave and swap it out later. Though that could be part of the path/tutorial/intro. Taking cleave early and then at lv 12 have the trainer direct you to the feat swap quest and fred to change it out
2: Rogue halfling thief acrobat(intermediate)
- dex/int/con
- Assassin is strong but most newbies solo, and they'll lose out on a lot of damage. Mechanics will get smacked around and run into aiming problems
- Halfling for healing dragonmark for some support
- Dex for atk/dam simplifies it a lot, good reflex saves for trapping, and quarterstaffs give nice aoe.
- Might be a bit similar to the paly option but a lot of newbies really want to trap also so this gives them that option without crippling solo play.
- Being dex-based rather than int means they're not quite as good at search/DD, but they're probably not playing on reaper either so should be fine.
3: Tiefling Fire sorcerer (advanced)
- For people who want to blast stuff with magic
- cha/con
- Good aoe early on, definitely splash in a secondary element for fire-immune stuff.
- Wouldn't bother with scorch fire stripping til much higher level, like 12+. Just make sure there's a good secondary element until they're further in.
- No real healing so need to guide them to hirelings/wands/scrolls. Make sure to learn displacement
4: Some kind of multiclassing thing? (expert)
- Tons of newbies, if not all of them, want to multiclass, this would be a place to show them how it's done right
- Some sort of swashbuckling kensei maybe? Would be nice to have a splash of something with SOME heals
- Maybe a multi tank? Another trend I've noticed is newbies to gravitate to shield-users. The trick would be to be a little complicated but not be one of those builds that's crap until 18 or something.
With only 4 paths to make, instead of 50+, it should be much much easier to do. And might even be able to have the npcs give more help/information. Maybe even make new Path trainers instead of the normal ones? They could actually tell you when you have a new active ability or to go grab components and such. They could also could give you some gear here and there to help, like a low lv trapping item or spellpower scepter.
What I suggest is to scrap the overly broad path system and just make a small handful of premade characters with a set race so new players could ease into the game without having a zillion options still. It seems like many new people choose a path not knowing that they're bad, or even how they work really. The game doesn't give you much information on what the path does or how to go off of it.
I'm not going to actually MAKE each character 1-20 but rather just give a broad overview of what I think they should be.
1: Two-handed human paladin (easy)
- str/con/cha
- human for healing amp, extra feat/skill pt, and simplicity. Probably not put too much in the tree
- Knight of the Chalice main obviously. Dps with some aoe
- Splash in sacred defender for LoH support, defensive stance buffs
- Feats: two-handed fighting line obviously, power attack, maaaaybe cleave? Bit complicated to take cleave and swap it out later. Though that could be part of the path/tutorial/intro. Taking cleave early and then at lv 12 have the trainer direct you to the feat swap quest and fred to change it out
2: Rogue halfling thief acrobat(intermediate)
- dex/int/con
- Assassin is strong but most newbies solo, and they'll lose out on a lot of damage. Mechanics will get smacked around and run into aiming problems
- Halfling for healing dragonmark for some support
- Dex for atk/dam simplifies it a lot, good reflex saves for trapping, and quarterstaffs give nice aoe.
- Might be a bit similar to the paly option but a lot of newbies really want to trap also so this gives them that option without crippling solo play.
- Being dex-based rather than int means they're not quite as good at search/DD, but they're probably not playing on reaper either so should be fine.
3: Tiefling Fire sorcerer (advanced)
- For people who want to blast stuff with magic
- cha/con
- Good aoe early on, definitely splash in a secondary element for fire-immune stuff.
- Wouldn't bother with scorch fire stripping til much higher level, like 12+. Just make sure there's a good secondary element until they're further in.
- No real healing so need to guide them to hirelings/wands/scrolls. Make sure to learn displacement
4: Some kind of multiclassing thing? (expert)
- Tons of newbies, if not all of them, want to multiclass, this would be a place to show them how it's done right
- Some sort of swashbuckling kensei maybe? Would be nice to have a splash of something with SOME heals
- Maybe a multi tank? Another trend I've noticed is newbies to gravitate to shield-users. The trick would be to be a little complicated but not be one of those builds that's crap until 18 or something.
With only 4 paths to make, instead of 50+, it should be much much easier to do. And might even be able to have the npcs give more help/information. Maybe even make new Path trainers instead of the normal ones? They could actually tell you when you have a new active ability or to go grab components and such. They could also could give you some gear here and there to help, like a low lv trapping item or spellpower scepter.