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 Post subject: Adjusting how multi class works
PostPosted: Wed Jul 04, 2018 1:36 am 
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Joined: Wed Dec 31, 1969 7:00 pm
Posts: 6
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Right now it looks like multi classing maxes out at level 200. This means no matter how high your character level is, your multi class level will never get any higher than 200. This also means that if you multi class Cleric, the spell Disaffect it will only work on MOBs up to level 200. Or if you multi class Monk your stun will only ever affect MOBs up to 200. The examples go on forever.

An alternative I would like to present would be this: The total amount of multi class levels can never exceed the level cap for characters.

So in practice what would this look like? Well, if the level cap for a character is 400, then you can multi class any number of times, but can only possess up to a combination of 400 multi- and primary class levels.

Example 1:
Character level: 400
Primary Class: 125 - Monk
Multi Class: 100 monk, 100 cleric, 75 Ninja

In this example the character is level 400, but is also effectively a level 225 monk, level 100 cleric, and level 75 Ninja

Example 2:
Character level: 400
Primary class: 125 - Cleric
Multi class: 275 cleric

In this example, the character level is 400, but this character is also effectively a level 400 cleric.

I think making this change, or a change similar to this, would extend the usefulness of class abilities and provide a more enriching game experience.

Thoughts?


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 Post subject: Re: Adjusting how multi class works
PostPosted: Thu Jul 05, 2018 9:46 pm 
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I like this idea Markkas, I think it would help assuage the concern with certain class abilities like dispel and stuns.


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 Post subject: Re: Adjusting how multi class works
PostPosted: Fri Jul 06, 2018 3:41 pm 
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I agree... To an extent. I feel that it should be limited to starting class, though.

So, if you start life as a mage, you can just continue growing as a mage and never cap. However, if you were to take Cleric levels, you would cap at whatever the maximum cap is. This way your starting class still has some relevance in the game, too.


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 Post subject: Re: Adjusting how multi class works
PostPosted: Fri Jul 06, 2018 6:41 pm 
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Joined: Sun May 23, 2010 9:06 pm
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Yes your base class would be the only one that would be allowed to grow to your max player level. The multiclassed talismans I say should cap at 100-125. Definitely need your base class though to be able to match character level, if you chose do to so.


Sincerely,
Covington


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 Post subject: Re: Adjusting how multi class works
PostPosted: Fri Jul 06, 2018 7:21 pm 
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Err... mutliclassed talismans should stay capped at 100, sorry forgot about the special skills/spells after 100 for each base class. My mistake. :D

Sincerely,
Covington


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 Post subject: Re: Adjusting how multi class works
PostPosted: Fri Jul 06, 2018 9:35 pm 
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Joined: Mon Aug 29, 2005 7:50 pm
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Location: Florida
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My recollection is that is exactly what we intend to do. However, we wanted to add more spells/skills so that all classes have some progression at the higher levels (not just those who dispel or stun) and we did not want someone using a talisman, thinking it was going to improve their character and then they basically get nothing -- so we decided to cap it for the time being. I expect next round of new spells/skills will allow for this expansion, but it is likely to be some time, there are a number of things 'in the queue' that I want to finish before I revisit this issue. Thanks for the input!

Kindest regards,

--Nezmar


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