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is 6 classes enough?

gozu
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is 6 classes enough?

Post by gozu » Tue Apr 16, 2013 6:44 pm

I realize this is only closed beta and we are only able to speculate what the remaining two classes are so far, but are 6 classes really enough to wet my mmo whistle?

Even wow launched its closed beta with 7 classes so why does wildstar, a game coming out 10 years later, only able to come up with 6?

Classes so far:

Warrior: Tank or DPS close range
Claw guy thingy (stalker): Tank or Dps close range
Esper: Healer -spell caster//not sure on range or DPS capabilities?
Spellsinger: Looks like maybe a medium range class?

Whats missing here:
Long range class that focuses on stuns/dps (ie ranger)
CC focused class like warlock
Hybrid Tank Healer/DPS healer

Then again all of these roles could already be fulfilled since I can only speculate on how the game based on videos. What do you guys think?

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Poet
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Re: is 6 classes enough?

Post by Poet » Tue Apr 16, 2013 7:59 pm

i really think that i depends on how fun the classes are...SWTOR essentially launched with 4 classes (mirrors on each side) and i have been playing that for a good chunk of time.

Essentially as long as there is tons to do, which it appears there is, i really only need two (tank/dps & healer/dps)... unless there is the Pally equivalent where one can do everything.
Poet - WildStar

dinogore
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Re: is 6 classes enough?

Post by dinogore » Tue Apr 16, 2013 8:18 pm

In two promo videos they've shown rifles, so i'm guessing there's your ranger class. In the intro video for the Exiles they show a bunch of chemicals in various lab container things sitting next to the bed of the fourth unknown Exile race, but I'm not sure if that has anything to do with the 6th class.

If some of the classes have different routes to take as far as play style, then I think 6 to start is good enough. This also feels like a game that could have advanced classes potentially.
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Críostóir
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Re: is 6 classes enough?

Post by Cr├¡ost├│ir » Tue Apr 16, 2013 9:17 pm

I have a feeling that the Chuas might have a ranged class up their sleeves, using Rifles, etc. Another glaring omission is a "pet" based class. I could see the Chuas controlling drones, or robots of some type, as minions.

I guess I have Chuas on the brain!

At any rate, if it means that the game is that much easier for them to balance, then I'll gladly accept it. As it stands, we don't know much about the spec'ing system (i.e., talent trees, the "tech tree," etc.) Each of the 6 classes may play quite differently, depending on the tree you decide to pursue. That's one possibility.
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Shadix
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Re: is 6 classes enough?

Post by Shadix » Tue Apr 16, 2013 11:21 pm

They did say that one of the last 2 classes was going to be a main healer, whether or not it will only be heals is unknown, but I doubt it considering all other classes revealed can fill 2 roles.

I'm pretty sure the rifles mentioned by Dinogore are either warrior or soldier specific, since a glimpse of rifle use can be seen in the Soldier Path video on the official site.

So far, class breakdowns are like this (via official site):

Warrior: Tank, Melee DPS
Esper: Healer, Ranged DPS
Stalker: Tank, Melee DPS
Spellslinger: Healer, Ranged DPS

I don't think the range for the ranged DPS classes have been revealed yet, but warrior and Stalker are at 6m atm based on the leaked patch notes.
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dinogore
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Re: is 6 classes enough?

Post by dinogore » Wed Apr 17, 2013 7:57 am

You know the more I think about the chemical mixtures and the whole theme of the game, I keep getting the image of a mad scientist in my head. Maybe use mixtures to throw on the floor to mitigate damage or debuff mobs. Actually I want to play this class and hope it's exactly what I'm saying it is.
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NightAngel
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Re: is 6 classes enough?

Post by NightAngel » Wed Apr 17, 2013 8:06 am

Hmmmm maybe an engineer type class or what's the LoL guy that has a poisonous canister on his back and shoots out poison?

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Livnthedream
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Re: is 6 classes enough?

Post by Livnthedream » Wed Apr 17, 2013 8:36 am

The number of classes does not worry me in the slightest. I have faith they will cover all of the bases. You can look at pretty much any system, be it a purely "skills" based system like UO to a class based system like WoW to a hybrid like Rift or TSW and they all really function the same.

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Echelon
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Re: is 6 classes enough?

Post by Echelon » Wed Apr 17, 2013 11:30 pm

Classes are classes, it doesn't matter. As long as they keep the Holy Trinity.

Keep in mind Carbine can make up a class and make it viable, That's how much room they got. So I am not worried.

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Daddybigtime
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Re: is 6 classes enough?

Post by Daddybigtime » Sat Apr 20, 2013 2:42 am

Echelon wrote:Classes are classes, it doesn't matter. As long as they keep the Holy Trinity.

Keep in mind Carbine can make up a class and make it viable, That's how much room they got. So I am not worried.

Can I get an amen. I didnt realize how much I missed the holy trinity until I played Gw2 for a couple months. Running around with a bunch of people trying to out DPS a bunch of other people. Playing hop scotch in dungeons because everybody jumpin around. I was screaming at engineers to throw me some heals... I was sad. Turns out there's a reason the trinity is holy.

But on topic. 6 classes seems great for an MMO launch. Maybe if they had different mirror classes like SWTOR it would look a lil better.

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