New class mastery/ Sub classes / Theory Crafting

Only potion master has potions, the rest throw other stuff (like Sentinel throws shields and Rogue throws traps but they’re different concepts).

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Sentinels throws large weapons/tools, and rogue throws kitchen appliances/traps, so there is room for a person that throws potions.
But Op is talking of 5 masteries each themed around potions to some degree, what I am pointing out is that 5 is probably too many.

More than saying that there’s not room for 5 masteries, I’d say that trying to fit a potion mastery on every existing class, with throwing as a basis, looks like it would overlap very heavily. The initial idea of one class with 3 masteries looks more viable.

But in the end, it is very unlikely that any idea in this thread is kept by the devs. And based on that premise, any direction you want to try is good to go.
That being said, I reiterate my sentiment : don’t start with the names, start with the flavor and gameplay, the names will come by themselves afterwards.
If you want to make one mastery for each class, then start by thinking : what use of potions would be coherent for that character, and in what manner can that kind of use lead to unique gameplay?

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Well, given the potion-focus I don’t know where to bring it in. Some interesting points have been brought up overall.

But if we go into the classic RPG styles a bit and fantasy-tech I think overall a completely well-made base-class with 3 masteries should be possible and one specifically focused on potions.

I would say one which would fit the closest into the current status of the game would be ‘Craftsman’ actually as a base class which entails that and allows for a wider and more varied playstyle which doesn’t exist in this way and ensures that each mastery stays distinct.

The masteries would hence be:

Alchemist - Potions
Artificer - Mechanical Contraptions
Thaumaturg - Magical appliances converting elements

I think something in this direction would be fairly enjoyable to see sometime in the future.

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Interesting :thinking::sunglasses:
potion master can have items or passives that make potions continuously or enemies drop an abundance so part of the game play is chasing potions down with high movement speed ?

Maybe also making a passive that makes half the potions into mana potions ?
And kinda like rune master if you pick up certain combos of potions like 3 red pots in A row has specific effect or 1 red 1 blue 1 red triggers a different effect so this class game play is chasing down potions to gain effects or trigger certain goals?

And if you keep picking up potions within 1-3 seconds a stack occurs and once you reach a max stack a powerful ability is triggered like 10-30 potions increases the ability exponentially…

Be like a mini game inside a game chasing potions down destroying everything as you do or buffing everyone as you do or gaining tremendous speed as you do ?

I doubt this will be a thing. Mana in the game is fully balanced around not having potions.
Personally I don’t mind a potion master mastery that revolves around picking up potions on the floor, but I don’t really want to manage if they type A or B or C. I’d prefer if dropped potions remain just health potions.

What you could have is an effect that changes them at pickup. Something like the first potion you pick gives health, the second gives mana, the third explodes around you, etc.

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Interesting :thinking: ya we can have them all be the same type potion but maybe colors are just changed for the dynamic of picking up in specific color orders maybe?
But ya I like the idea of them adding different effects .

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