New class mastery/ Sub classes / Theory Crafting

Hey just a thought a new class that you guess it utilizes potions! And bringing out there potential,

The base class can be alchemist?
Doesnt really matter the order and can specialize into the 3 I’ve named or even better name and ideas we can come up with !

Just theory crafting thread if you care to join !

You can tell potions have potential to become its own beast with potion generation and just creating a ton in map and running around grabbing them to trigger all kinds of effects .

Lmk!

If you make them skills which you use, like quaff potion or eat barkroot, sure. But I didn’t like having to manage all the potions in PoE and I hope they don’t make that in LE. One potion is more than enough and I barely use that anyway.

Either way, Mike has said on his streams before that a new mastery for an existing class is much more likely to happen first than a new class. So maybe theory-craft one of those? I don’t expect to see a new class anytime soon.

That being said, all new ideas are welcome, so feel free to expand.

Bedore you try to make new classes you need first fix existing classes, balance them and get rid of bugs. Just saying… frustrated a bit at the state of things in LE :tipping_hand_woman:

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Ya the class could have passives that auto use potions every so often or even on pick up etc .

Would be cool .
Ya not really meaning the way Poe did it , Poe everything convoluted cool character customization but everything else convoluted imo

Just because classes need balance doesn’t mean that the players can’t theory craft about new things. It doesn’t take away from dev time, so it’s not exclusive.

Also, multitasking is a thing. EHG is currently actively working on the next 3 cycles at the same time, through separate teams. And also on bug fixing. And also on balance issues. As well as design ideas for new stuff.
Doing one thing doesn’t mean you stop doing everything else.

There is nothing wrong in suggesting new ideas, new classes, new factions, new endgame systems. In fact, the devs might even see something they like that they can incorporate into their designs.

Balance is a lot better in 1.1. You just have to look at the arena leaderboard to see a lot more variety. It’s still not perfect, but it’s not the clusterf*** 1.0 was.

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So I guess I’ll start the show by saying the base class can be called alchemist? Or do you see any of the 4 names I referenced being better suited as the starting name of the class that well go into an assortment of offensive, defensive and utility potion type classes
.

One class can be melee the other mage or range .
And the last one can be bare handed or at least it can equip a glove or gauntlet ?

I actually think it would make more sense for the base class to be professor. Which then specializes into the other 3.
And we start at level 1 with a wooden ruler as a weapon. :laughing:

Lol that would kinda funny .

Which one more offensive? -alchemist
Defensive? Herbalist?
Utility - potion master ?

Also doesn’t necessarily have to be become its own class , in honesty could become apart of
shaman in someway as Herbalist .
Mage in some way as alchemist
Potion master in some way as rogue .

It could become its own or kinda nodes with each of the existing trees with gearing towards potions utilization/builds

I was thinking of builds were you increase the amount of potions dropped and every potion you pick up on the ground can instantly explode causing an effect .

Or instantly a powerful buff so there’s kinda a mini game of running and picking up potions to string along a combo .

This all gives me vibes of witcher 3, but that is besides the point :laughing:

Yeah, I could see an alchemist as a mage.
Actually, all 3 classes could be defined as throwing archtypes. Herbalist maybe less, but you could still make balls of whatever and throw them.

So this would be nice to provide throwing to classes that don’t have them.
Mage with Alchemist, Herbalist for Primalist and Potion Master could go for Acolyte.

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Ya I think that’s a better idea for sure .
So we’re gonna swerve off of new class and shift to more throwing passive / master per class ?

Might be a better way to go.

One class could have potions you grab while at max potions instantly imbue effect/ explode with what ever spec or ailment .
Could also have a potion dropped on hit effect for bosses viability.
Another could be ever time you hit maximum potions in belt the damage is multiplier based on how many potions you can hold the higher the amount the more damage you do but you expel all potions at once .

^ kinda like your capable of getting 20+30 potions, once you hit you max amount they all pour out of you and do a 20-30 mini explosions around you aoe or spec into one giant explosion :boom: single targeted . ?

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Yeah, those are all fun suggestions. It could be expanded, but I’m too lazy to come up with a coherent system for that :laughing:

I guess the question, more than knowing how the builds are decomposed in terms of defense/offense/utility or mage/melee/ranged, is how one common theme can decompose in three very different gameplays while still offering sufficient commonality to justify being the same base class.

For example, if you want the common theme to be that of a potion user, what very different gameplays can you find with potions?
An example would be :

  1. I can have explosive or acidic potions that I can throw at people to hurt them. This could give a first mastery : grenadier.
  2. I can use them as ways to buff/heal myself (and others in multiplayer) so that I can simply go in melee and crush my ennemies. This could give a second mastery : doctor.
  3. I can use pheromones to alter my opponents’ attitude or attract critters/vermin. This could give a third mastery : charmer.

This is just an example, but I think you get the idea : what very different gameplays can you imagine to make them into masteries?

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We have moved on from that and now they’re masteries for existing classes. Namely the ones that don’t have throwing archetypes.

Maybe the title should be changed to reflect that.

I like the concept and name of grenadier

Hmm charmer definitely could have the power attract or bring mobs to you even from all over the map or maybe even charm mobs so that they become your own minions and get buffs from your passive tree that buffs minions obviously a limit to the amount you can charm at a time and you could bring the said minions into the next map with you until you dispell them or they die.

And as to being moved on from it I’ll let it play out a little more in anyway people want to contribute just in case there ideas are too good to not focus on lol .

Grenadier makes it sound more like grenades and would thematically fit Sentinel better.

The pheromones idea could be something the alchemist concocts.

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I was just gonna respond these actually could fit into each class basically giving every class there own form of potion user/weilder viability.

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Yes. Right now throwing is a very niche archetype only available to Rogue and Sentinel. This could expand that archetype to the whole game. Maybe we’d even start getting throwing weapons :stuck_out_tongue:

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Ok so here we are

Alchemist for Mage
Herbalist for Primalist
Potion Master for Acolyte
Grenadier for Sentinel
Charmer for Rogue

Ok we got the base concept laid out :cowboy_hat_face:

Time to expand .

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Potion master should be for rogue. Acid flask already fits in the archetype.

In any case, I am not sure the concept of “guy/girl throwing potions at enemies” has enough variety in it to justify more than one mastery.
Personally, I would start getting the concept for one mastery done, and maybe moving to the next if there is another angle that you can take.

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