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Change Dragon Saga, let's do full class revamp!


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#1 Lonchasxz

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Posted 22 March 2021 - 08:54 PM

I really like the potential this game ever had but at this point it feels like that potential is being wasted, so I would like to propuse a full class revamp where each calss will have a more unique playstyle and previous skill that simply do not go with the class (why knights have a broom stick as an skill I still don't get it!) can be removed to give space to a better feeling playing this game.
 
Here are my ideas on the classes that I have played throuhgout the years on Dragonica, Dragon Saga, etc. Please feel free to write down feedback any ideas I think this game can be great again!
 
Class Update
- Full skill revamp to all clases to balance an early, mid and late game
 
Thief
First of all the weapon will change from either katar or claw to a base weapon that will go in the main slot, in the thief case a vambrace that will cover the entire fore arm, and the shield slot will be replaced with a secondary weapon that will thrive deppending on your skill tree choice, on the Ninja case the secondary weapons will either be hidden blades or throwing knives and on Savage will either be knuckels or a deck of cards
Ninja:
- 2 skill trees: combo based (slash and dash) and knife throwing
- Combo based skill tree will start from base job up to 4th job, including more close fighting skills like ambush and violent blow. Also ninja status will no longer make the rest of the skills unavailable but instead empower them, for example ambush becomes the tornado on ninja status but both skills will have different cooldown times so a fluid combo can be executed
- Knife throwing  skill tree will starte from base job up to 4th job including a ranged like play style, focused more in bossing than on farming corwds but including some sills for farming. skills included will contain ways to imbue the thrown knives with different effects like bleeding, slowing and receiving more damage from back attacks. 4th job will provide a skill that will trigger every other auto attack o knife throwing skill throwing an independant knifemaking the damage more consistent
 
Savage
-2 skill trees: close combat (capoeira and MMA based fighting moves) and Trickery magic (Magic damage ranged, based on Tarot and astrology)
- Close Combat will contain broadly mobile farming skills like the dance skills rtight now, but at the 4th job it will handle and aura charging system that will empower the skills after the aura is fully charged and will have augmented stats, either speed or crit rate/dmg
- Trickery Magic will have skills related to tricks and randomness but within a range, for exmaple the deck of tarot cards can provide effects to the damaging card skills like bleeding, slowing, poisoning, burning, sealing or so. on the 4th job will be able to apply multiple of this effects on the skills, will be a class that will have the chance of buffing the allies and debuffing the enemies, based on the tarot card results
 
Archer
First of all the weapon will change from either bow or crossbow to a choice between Bow and Carcaj of arrows or a Heavy Gun and Ammo. The Bow will be slower but more precise, focusing on bossingm the Heavy Gun will have acces to massive area skills that will help a lot in handling big crowds of enemies
Marksman
- 2 Skill trees: AA based (x attack enhancement) and Deployer (Multiple summon skills like robots and main skills will focus on CC)
- AA based will allow the x attacks to change depending on the scenario, the base weapon is a heavy gun, but the attacks can become machine gun like (fast attacking and reload), bazooka (High damage, slow movement and reloading), laser (skill can make it heavy and powerfull or sapmmable). besides enhancing x attacks will have complementary skills like grenades and snipping. on 4th job the ultimate enhancement is unlocked and the heavy gun can become a grenade launcher, the power of the autoattacks will be based on the grenade skill level, can launch multiple grenades at once, based on the skill level and the grenades have the chance of applying effects like, burning, slowing, poisoning and blinding
- Deployer will have all sorts of deployable units, that can assisst on react on auto attacking, and later on create robots that can tank bosses, immoblize them or disctract them. deployable units can be an assisting robot helping on the auto attacks, a static robot the can handles an specific area or a bird like robot that can follow you and attack enemies. 4th job will unlock the ultimate summoning an spatial satelite that will either continiously strike the enemy or can be summoned and act like a charge beam in a static position.
 
Setinel
- 2 skill trees: AA based (x attack enhancement) and Ranger (Forest protector like magic)
- AA based will have skills that will focus on empowering the x atack spaming, giving high attack speed, support fire, the carcaj can be enhanced to have piercing arrows. 4th job will unlock the fastest x attack spamming possible, giving the skill of summoning multiple support fire sources like phoenix plumes like arrows or elvish like assisting arrows.
- Ranger will have skills that will allow him to carry out the role of protector of the forest, like summoning a couple of beasts that will aid the ranger, like a wolf that can mark down enemies so they receive more damage, an eagle that can boost your cretical rate/dmg and your speed, a bear that allows you to have a tank for yourself. also rangers are focused more on spells than on shooting arrows so they are part magical damage. 4th job will unlock the most powerful summon a forest guardian can do, a phoenix that will empower the effects of the rest of the summonings and will ocasionally cause a rain of fire on the enemy that can mark it down to receive more damage as well as burn it for DOT.
 
Mage
First of all the weapon will change from either staff or spear to a base weapon that will go in the main slot, in the mages case their magical source of power can vary its form can be a staff, amulet, wand, grimoire or relic, but on the shield slot it will become a secondary weapon and on mages cases they can choose a blessing from any god that will give them the necesary attribute in order to make the most damage
Sorcerer
- 2 skill trees: Fire/Water/Earth/Wind (natural magic) and Spatial/Dark (unnatural magic)
- Natural magic will have skills that can be empowered by choosing the blessing of any of the base 4 elements, like waves of flames to burn multipl enemies, or water binds to hold down enemies, and wind and earth magics are mostly supportive with just 1 or 2 active damagin skills. 4th job will unlock an avatar like power where no matter which skill you want to use it will have the bonus of the element you chose the blessing of making crazy spells like a meter of water/ice or waves of freezing ice that can slow, freeze and burn. This Sorcerers will be considered master of spamming skills since their cast and cooldown is enhanced on its skills
- Unnatural magic will be more focused on skills that feel somhow unbalanced, like an absurd damage skill but it requires to lowers your defense, or to stay still which could be very dangerous, but advancing and gaining more skills will unlock more damaging spells with less and less negatives effects. unnatural users basic skills focus on creating big arear explosions and interruptions on the monsters as well as debuffing the monsters with less attributes, Mage classes are the only ones that can lower the enemies defense and ressitance to elements. 4th job will unlock the most powerful unnatural spell, spammable without any other side effect but costing a ton of mana to use, how ever on this job MP management usage is implemented so the unnatural Sorcerers will have ways of using more than 1 spell per full MP bar.
 
Invoker (change class name to Divine or Angel or Bishop, light related theme)
- 2 skill trees: Vampiric (HP and MP support) and DeBuffer (can buff allies and debuff enemies)
-  Vampiric will have skills that will allow them to not only heal allies but also balance out HP and MP bars,  allowing to better disttribute the support porvided to the party. this class is support oriented however they can balance out the HP and MP bars with enemies, as well as having powerful blood/divine sacrifice related offensive spells that allow them to not depend 100% of the time on being on a party and being carried out. 4th job will unlock the power of the divine allowing the character to enter in a holy state that can continuosly heal the HP and MP of the party members as well as providing them damage reduction, all of this is provided by an area where you are the center and can move to dodge and position better, this powerfull skill is balanced out with the requirement that by balancing out HP and MP bars and dealing damage you will gain energy into a meter that the ultimate skill requires. there may be other skills that fill the meter directly.
- DeBuffer will have skills to buff allies with enhanced damage, defense, attributes and elemental affinities and debuff the enemies with reduced physical and magical defense, reduced elemental resistances and affecting them with DOT like posion, burn or their unique Exorcized effect that will continiously damage the enemy and any enemy affected y this sdebuff will receive more damage from the pary memebers. 4th job will unlock the self empowerment state in which all the buffs and debuffs are enhanced in more durability or better effects and this state will also improve the damaging spells that this class hsa that are based on doing neutral energy damage, making them holy/light charged spells that will have empowered damage to all of the other elements.
 
Warrior
First of all the weapon will change from either one handed sowrd or two handed sword to a base set of weapons that will determine the style the x attacks will have and how the skills affect them.
 
Overlord
- The weapons that the Overlords can use are 2 handed swords, axes, polearm/halberd, double axes(only blood warlord skill tree), Chain Ball (only Demolisher Skill tree), the secondary weapon slot will contain the trophy of a boss a unique mechanic for this class, by completing specific class quests trophies can be earned, this quests can be from killing the boss before 60 seconds to killing the boss without jumping or killing the boss with combos only or skills only 
- 2 Skill tress: Blood Warlord (HP consuming) and Demolisher (Charged attacks and skills)
- Blood Warlords will have the classic playstyle of high risk, high reward, their skill set will conssist of damaging skills that will drain your HP to empower them via a state called Frenzied Blood, and in order to recover the HP lost on the state there will be supportive moves that will allow the warrior to get HP by either killing enemies, hitting a charged hit, completing a mark. 4th job will unleash the power of the demon blood lord and all of the skills will be huigely empowered, the cost of this godly state is the entire HP itself, the warrior will remain at 1 HP meanwhile this state lasts, once it is done it will recover up 50% HP
- Demolisher will have playstyle based around charging up the attacks and skills in order to empower them and make lots of damage. the demolisher will count with mechanics of being impervious or unstaggerable so they can finish the charging of the attack, as well as having supportive skills that will generate shields of HP as well as supportive skills that will increase the damage reduction on each state of the charge. 4th job will unleash the true power of this class and will remove the rquirement of charging in order to have the fully empowered attack or skill for a certain amount of time. in order to reach that state and mantain it the warrior can have a meter based mechanic that will gain meter each time a fully charged attack hits.
 
Dragoon
- The weapons that the Dragoons can use are one handed sword and shield, one handed mace and shield, one handed lance and shield, rapier and gauntlet(), Giant Shield and gauntlet()
- 2 skill trees: Master at Arms (master combatant) and Immortal Tower (Defensive beast)
- Master at arms will have skills focused on quick combos that can be linked with skills to make long fighting sequences up until you are hit e interrupted or the monsters are killed. will have included mechanincs of parry, blocking and evading. their unique weapon, the rapier, allows them to fully exploit their agility and fast paced combat, however if thatis not your playstyle that is ok, because you can use any other set of weapons with a shield and have balanced offensive and defensive capabilities. 4th job fully masters the skills of using the weapons, giving them a boost on damage as well as an aura that is sent on each attack, this state can be achieved after completing a certain amount of linked combos, and can be mantained as long as the combos continues without stop.
- Immortal Tower will be the defensive master and first and strongest front line, this class will be oriented more towards mid to late game since the ealry on this class requires to be on a party since this calss does not have the strongest damage dealing, however this unkillable class will be the required option on each dungeon, having skills that will boost the defense of party memebers, provide an area which have reduced damage, and reflective skills that can full block an attack or parry it with perfect timing to return a big blast of damage as well as providing the team with an overall boost on the stats. 4th job will provide access to an impervious state where cannot be interrupted and allows to share an small arear in which every part memeber that is on that arear will be impervious as well. as well the 4th job will enhances the previous supportiva and passive buffs this class has.
 
This concludes my ideas for the class revamps, I thought that giving specific skill names or number would be absurd since we cannot balance the game from an outside perspective. Also I did not include the Spirit Lord or the Jumeaux since I have never played them and never understood how they actuallly worked. I just wish that this game can have a rebirth with a big revamp like this one!

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#2 Popcorn

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Posted 22 March 2021 - 09:40 PM

If you don't get DragonSaga's unique style of humor (Knight with a broomstick) this game is not for you. Additionally there is no need to save DragoSaga. It is doing fine. Thank you for your feedback anyway.

The title "save DragonSaga" could be misleading and that is why I changed the title.

 

 


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#3 NCHAT

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Posted 14 June 2021 - 11:38 PM

Actually what a waste of a great mmo, More classes, more maps, bosses, more fashions are essentially for any mmos out there. Revamped something might not be really necessary if not anything new is going to release anyway. Stick with "fine" while it could be "better" or "best". Tsk Tsk. Still waiting for some decent updates to emerge.


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