ack in those ancient days the gods were fighting over Tibia in countless battles. It was the time when Fardos and Uman decided to create a new race, the race of humans. After the birth of mankind and in order to defeat those evil creatures ruling the Tibian lands, the four vocations started to form. Based on the vocation every single hero chose, people learned to wield their powers and use their skills wisely. The knowledge of magic was tought to druids and sorcerers. Knights and paladins were gifted with superior skills in melee and distance fighting. Anyhow, even the mightiest warriors and the most powerful mages were not able to exterminate the evil forces. Instead of fighting together and combining their strengths envy and grudge between the champions often prevented success and poisoned the atmosphere. The lack of distinctive features started to cloud human minds. For the sake of mankind clarification is needed and so, the gods have decided to reach out again to bring light into the darkness.
During the next weeks, we will present you our ideas of a possible definition of each vocation. Therefore, we will ask you about your opinions concerning every single vocation, in the meaning of their definition, their role regarding both party- and single hunting and their gameplay. So, we want you to tell us your opinions by answering a couple of questions, which we will ask you in four special vocations threads weekly.
Please notice that we are not talking about balancing vocations right now, but about defining them. Our aim is to describe each of the four vocations, their meaning, their qualities and particular skills and special power. Of course, we are aware, that balancing will be neccessary whatever we will decide. But right now, we are talking about opportunities for the future. Please keep in mind as well, that we will show you ideas, and not any facts that are written in stone. So, our aim is to describe each of the four vocations, their meaning, their qualities and particular skills and special power. Next week, we will start with the knights.
Let's get it started!
Before we begin, let us explain the further course of action. As already mentioned we are not talking about any facts that will be implemented in the game in the future, but about possibilities. We know that any changes made on vocations will have effects on almost every other part of the game. Just to mention PvP, equipment and monster balancing, for example. Also, to say it again, we are not talking about balancing, yet. We will just come up with our ideas for the definition, the role and the gameplay of all four vocations.
We are very interested in your opinion on this matter. Therefore, we will show you our concept of the vocations here, and would like you to answer a question template in a separate thread for each vocation. You will find the template in the second post of each vocation thread.
Basics
Each vocation should be able to deal damage, each of them should be able to play successfully on their own and each of them should play a specific role in a party.
Knights
Definition
The knight, a strong warrior, always up for a fight, always in the front row. He is the one who takes the hits and does not surrender being surrounded by lots of enemies. So, the advantages of the knight would be strong shielding and strong weapons.
The damage he would deal is physical, but he could also do a secondary type of damage by using magical enchanted weapons, for example.
Also, depending on what kind of weapon he would use, he could decide whether he is attacking just one or more opponents at the same time.
Based on his nature, he would be able to use some specials. Possible specials could be rage to increase his damage or protection to raise the defence for a certain period of time, for example. Still, the knight should not become a magic user.
His equipment would be classified as heavy, and therefore solely usable by him, since he would be the only one who has the strength to wear those armors and weapons.
Role
Single hunt:
Due to his strength, the knight would be able to block and fight several opponents at the same time. He could use spells on himself to increase his attack and defence skills for a specific time. Using a two-handed weapon, he probably would be able to deal damage not just on the enemy in front of him, but also to some other opponents standing around him. Using a one-handed weapon and a shield, he could block more than just two opponents. Also, using new tactics, the knight would be able to kill even higher classed monsters then.
Party hunt:
Fighting in a party, the knight would be the one luring all monsters on himself by using a certain spell. He would dig his feet deep into the earth and would not retreat. He would fight in the first row, and at the same time he would be a massive wall between the enemies and his party members, who would be killing the opponents from a distance. In addition, the knight would be able to buff his party members. For example, he could use protection to increase the defence skills of the whole party, or shout to boost the damage of all members.
Gameplay
Searching for a fight, the knight would charge into the crowd, then he would tighten his position and would rage among his enemies by using his particular skills. He would be a phalanx in the very first row and would stop the enemies dashing against his shield, wave after wave. Due to his strength and heavy equipment, he would stand long before it would become necessary to think about a tactical retreat. The knight now would be able to use different strategies, both in single and party hunts.
So that is our first rough concept. Let us know what you think about it in our first vocation thread here.
Let's continue!
Today, we will continue with our concept of the Paladin.
Paladins
Definition
The paladin, a holy archer, fast and unerring. He kills his enemies from the distance with such a deadly velocity that he seems to be invisible for his targets. Therefore, the major advantage of the paladin would be strong distance fighting.
The damage he would deal is physical, but due to his spiritual purity he would also be able to deal holy damage and use some holy magic like holy attacks to bring his opponents down quickly, for example.
Probably, he would also be able to use some additional attacks and supporting specials like sharpshooter or swift foot, for example. He would have an equipment assortment consisting of distance weapons like bows, crossbows and other distance weapons, shield and armor, both classified as medium and also one-handed melee weapons, likewise classified as medium.
Role
Single hunt:
Being a highly skilled distance fighter, the paladin would kill his targets from a distance. Running around the enemies, he would make sure to avoid traps and to keep the opponents at bay. Thus, he would kill them by using his superior distance fighting skills.
If a face to face fight became necessary, the paladin would be able to use a one-handed melee weapon and a shield on a decent level, not comparable to a knight, though.
In case he would run out of ammunition, he could easily use his magic to create some new.
Party hunt:
During a party fight, the paladin would stand behind the knight and would shoot at the opponents from a distance together with other distance fighters.
If enemies get around the knight, the paladin would still be able to hinder their movements by throwing walls into their way. Also, he could be able to support the whole party by casting regeneration, for example, which would increase the mana regeneration of all party members for a specific period of time or by using some other light buffs on his allies to help the party.
Gameplay
During a fight the paladin would always try to keep his opponents at bay to use his advantage of being a distance fighter. He would try to be on the move all the time to make it harder to become a target himself. In case he would not be able to run and use his distance skills, he would be able to switch to melee fighting, at which he could never reach the same level as a knight. For a successful fight he could add some special attacks in addition to his regular distance fighting and could cancel monster buffs by casting the spell cancellation, for example.
That is our second rough concept. Let us know what you think about it in the vocation thread of the paladin here.
This week, we continue with our concept of the Druid.
Druids
Definition
The druid, devoted and related to nature like no other vocation. Therefore, everything he does would be based on mother earth. By summoning the power of nature, he would become a hard opponent for anyone who starts a fight against him. His advantages would be magical ones and, of course, he would be the best healer you can find.
The damage the druid would deal is magical, as well. Beside his rods, he would be able to use elements like ice or earth, for example, to bring his enemies down.
Probably, the druid would be able to summon up to two fighters, which would fight at his side. Their speed would be proportional to the speed of the druid. With his summons and his own fighting skills, the druid would be equal to the other vocations in terms of power and experience gain. The summons would not take experience away from the druid. They would not leave the druid even if he walks up or down to another level. The druid would probably be the only one who could choose between various kinds of summons. The handling of these summons would be different than it is right now. Of course, the summons would not be able to enter any protection zone.
In contrast to the knight and paladin, the druid would use equipment classified as light.
Role
Solo hunt:
Together with his summons, the druid would be a successful fighter. He would probably position his summons and stand behind them. Then, he would just let the enemies come, wave by wave. The druid would control the fighting and the movement of his summons. Also, he would add his own attack spells to the battle. He could choose if he wants to fight single targets or deal area damage using runes or certain spells. In his own interest, he would keep his summons alive by healing them. So the summons would stand in the first row and would absorb the severity of an attack while the druid would cast spells and use runes against the opponents.
Party hunt:
In a party hunt, the druid would take position between the knight and paladin and sorcerer. So he would have the best overview regarding both healing and fighting. If he uses summons, he would probably send them next to the knight to strengthen up the wall between the enemies and the party team or to other important strategic places. Probably, the summons could use own specials to support the party team, controlled by the druid, of course. The druid would also be able to remove debuffs that were cast on him or his allies. For example, if one enemy uses paralyse or another debuff on one party member, the druid could easily remove that. Of course, the druid would not just heal or remove debuffs but also support the party by dealing damage to the enemies using attack spells, runes and controlling the summons.
Gameplay
In contrast to the knight, the druid would not charge into the mob but would let the enemies come close to him. Before the opponents would reach him, his summons would block their way and the druid would give them a hearty welcome consisting of attack spells and runes. Of course, he could also send his summons against the enemies and follow them from a distance to reduce the waiting time until the battle starts. With his summons in the first row, it would not become necessary for the druid to move a lot. And even if he has to keep his summons alive, he still would have enough time to focus on and participate in the ongoing battle.
That is our third rough concept. Let us know what you think about it in the vocation thread of the druid here.
Today, we will introduce our concept of the Sorcerer.
Sorcerers
Definition
The sorcerer, an arcane master of the dark arts. His whole life is dedicated to the study of magic. He is profoundly convinced that superiority lies in wisdom and not in physical strength. With his knowledge and the ability to use it, the sorcerer would be an equal combatant for anyone who challenges him. His advantages would be magical ones.
Also, the damage he would deal is magical. Just like the druid, the sorcerer would be able to use elements. In his case, these would be fire and energy. By using his knowledge of the dark and destructive arts, he would be the only one who is able to create and to use the mighty sudden death rune. In addition, he would be able to use death itself to teach his enemies the meaning of fear. Beside this one, the sorcerer would have a big assortment of spells and other runes, for both support and attack. Of course, he would also use wands. Having his focus on the dark and destructive side of magic, he would not be able to heal on the same level as a druid, for example. With this destructive power, he would be able to attack multiple enemies at once like no other vocation. The equipment of the sorcerer would be classified as light as well, but in contrast to the druid he probably would use spellbooks instead of shields.
Role
Solo hunt:
As a spiritual and magic fighter, the sorcerer would not have the physical constitution like a knight, a paladin or even a druid. Therefore he would avoid to get too close to his enemies and would prefer to fight them from a distance. His strategy would probably focus on casting spells and using runes while he would stay in a safe distance to prevent any face to face fights. In order to make sure that he can survive, the sorcerer would be able to cast debuff spells to weaken the enemies. With those debuffs he could slow the enemies, decrease their damage or decrease their attack speed.
Party hunt:
Hunting in a party, the sorcerer would stand in the last row. There, he would not run into danger to get attacked by the enemies and could totally focus on bringing death and destruction to them. He would use various tactics to tap the full potential of his attacks and combos consisting of spells and runes. The sorcerer would be very welcome in any party hunt to increase the overall damage of the party by using his ability to multi-attack, for example. Also his debuff ability would be helpful not only for himself, but also for the party. For example, if a tactical retreat becomes necessary the sorcerer would just weaken the enemies in the first row and the whole party could set out on the retreat without panic. Also, if some enemies manage to cross the defence, this debuff would work to kill them faster or change to a better position.
Gameplay
Similar to the paladin, the sorcerer would always try to keep as much distance as possible between him and his opponents. Due to his lower constitution, it would be essential for him to avoid close combat as often as possible. He would use his environment to make it harder for his enemies to reach them and to use his combos in the most efficient way. With his debuffs, he would be able to keep his enemies at bay or make them less dangerous. Therefore, he would be able to use various strategies to slay them down with all his destructive and deathly power.
That is our fourth rough concept. Let us know what you think about it in the vocation thread of the sorcerer here.
Regards,
Your Community Managers