Intro
I’ve been following Orbus VR for a long time. It is literately one of the first titles that got me really interested in VR to begin with. I finally got to a point where I picked up a new PC and an Oculus to start in the VR worlds late this summer and promptly got my Beta Access in time for the Beta 2(I think), 3 and 4. I’ve been in a few other titles and as such have been so inspired by the possibilities. What your team of 6 have done in 18 months is amazing, and I cant wait to explore the rest of the world with the friends I have made in the beta.
About this Post
Sorry for the long post but I wanted to get my thoughts out here. There is a ton of content and there have been some improvements to some of the classes, but they feel limited for the moment. I didnt get far enough to explore the Artificing Skill yet so bear with me. I think there is a major game play aspect that has been left out. The RuneMage is the most Diverse class available with the most abilities. The Warrior has 4 combos, and two shield variants to buff defense or damage. Hunters deal damage rapidly but have access to only 3/4 abilities at time. Musketeers seem to be the easiest of the classes IMO.
Ultimates
Currently each class has only one Ultimate. But What if we had a system of specialization giving us a choice of 3-4? Giving us a more in depth way of mechanic variance. RUNEMAGES Summoning an elemental/demon/dragon. RANGERS Summon a Beast. A single shot large AOE with considerable damage. WARRIORS Spiked armor: when you take damage its reflected back at its source. MUSKETEERS Pulsate out healing energies to all friendy units and self.
Warrior Mechanics
What about adding a trigger function to their shields? Depending on which shield is in use: give a friendly player a barrier, or throw the shield like a projectile, losing the shield for a short duration. Giving them the ability to imbue their swords for “chance-on-hit” elemental types of effects. Frost for slows, Fire d.o.t.s., Nature roots, stone stuns, shadow blinds.
Rangers Mechanic
Using the tracking of their BOW whether its vertical or horizontal. Variants on their traps changing like the musketeer’s turrets. Getting in group with some last night I learned more about them and their kits/bonuses.
Runemages Mechanic
While they do have the most diverse kits available, they are missing a 2nd tool option. While others have Traps, Turrets or Shields they have just their wand. Maybe something simple as a “rune-stone/Crystal”? An item that could be imbued with a spell and used on a CD system. Draw out your rune, Hold the stone and cast to “imbue” the stone with that spell. To use, Hold the stone in your offhand and pull the off hand trigger to activate it in the wand. NOTE: Rituals cant be stored.
Musketeers Mechanics
This is the class I’ve been playing the most. IMO Is one of the safest of the classes with plenty of tools. I have no suggestions for this one. Maybe a tranquilizer that puts a single target to sleep for 5-10 secs restoring to full health, mostly for dungeon CC
Community Insights
What kind of Ultimate would you like to see for the classes?