Future casting class mechanics?

I’m hoping that the cleric/priest and/or shaman class are casters like the Runemage, here’s some of the things I think would be cool to see:

Shaman:

I know the shaman will have totems probably similar to the way the little ball works for musketeers but it would be cool if the shaman could cast spells similar to the rune mage except I feel like they would have more round spell designs, and probably more colors. I feel like they would be sloppier than the Runemage.

Cleric/Priest:

I really think this class should have tall staves and cast similar to the Runemage except they draw powers from the goddess so instead of purple the runes are a light yellow. I could see a lot of squares in their spells but also I think it would be beneficial to have one or two spells that either drop a persistent healing effect on the ground or auto target some allies because if it is anything like rune mage casting I feel like it can be finicky sometimes.

Does anyone have any ideas for future casting class mechanics? I’m not very creative so I like to hear other people’s ideas.

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More Runemage spells, curses etc.

Necromancy/Demonology, summoning demons/undead with pentagrams, long “draw” time, but powerful summons, think buffed turret, or something like that, saves having to worry about coding in the AI for it.

Even though i’m sure the Lovecraftian old god style stuff is going to be raid stuff or something, add in some of that.

I don’t want to see another class needing to draw runes. At that point you might as well just add a subclass via the upcoming talent tree system.
One idea I like is a pre-prep oriented class. They need to do some tasks in their house prior to going into combat. Say a Druid/Botanist that needs to grow and groom plants that they then equip as a sort of ammunition for later use in combat. I know Riley said he had an idea for a mechanic class that had to build little gadgets on the fly but I think he more meant in the midst of combat.
So far every class hasn’t just been a theme, it’s been a way to execute a mechanic in VR with a theme added to make sense.

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I’d like it if one of the mage sub-classes was a healing branch, but I don’t know if that’s what they had in mind. If they are going a cleric route as a separate class then maybe having two handed movement would be pretty cool. Instead of leaving marks in the air like a mage, you could start your hands in a casting position (maybe both of them straight up in front of you) and then do the movements needed to cast healing or buffing magic.

I said this in another post, but I also think it would be awesome to have spells that need two or more mages to pull off.

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What if spells were easier to pull off depending on your runecaster subclass, such as the resurrection spell being forgiven a lot more if you were a cleric, or the fireball if you were a wizard?

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I like that idea, but I think to keep it balanced the other spells should be more difficult to cast.

Probably less efficiency for some, like a priest constantly resurrecting someone with ease

Maybe instead of it being easier to cast have it so it will stay up longer, because normally you have about 5ish seconds before the light goes away. They might have it so it stays about 10 seconds

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Yeah, I think some spells need a longer period of time in general (such as light and protect). Don’t make things easier though-the difficulty and then joy being able to learn things, along with the community teaching and helping each other are what make it special.

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