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New class - I feel like something's missing.
#11
Its increased variety and quite frankly thats what this mod is missing imo, once you get t4 the average player has to grind for months just for some decent gear, another class would be nice to train up while grinding through that.
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#12
What I've always thought about, but havent really given much thought as to how it will effect the game would be a monk class.

- Can carry banners for buffs in health or damage etc etc for an area affect.

- Master medic, the best at healing, instant click no delay for a medic box of some kind, not sure how to impliment this, again, haven't thought through OP ness etc.

- Can equip a specialist monk weapon/item at the top tier level that casts an area effect spell upon the nords (Non stackable) so that it decreases their (?) However increases their (?).

So basically the ideal load out would be something like this:

Damage Banner - Area effect increase on friendly unit Powerstrike/Draw/Throw by + 1. (On back item). (Weapon Slot) (Non stackable by multiple monks).

Seers Staff - Area effect, replenish friendly unit health by 1/10th per second for 10 seconds. (Maximum 20 casts before refill). User cannot move whilst spell in progress, if user moves, cooldown period of spell being used by 30 seconds. (Weapon Slot)

Slime of Orthank/?/?/? - Area effect, decrease enemy unit (?) (EG: Powerstrike/Draw/Throw - 1) however increase enemy unit (?) (EG: 40 2H, 1H and Polearm profficiency) (Making them swing faster).

Another example:

Decrease enemy Ironflesh - 1, increase enemy Powerstrike/Draw/Throw + 1. (Different staff name for different effect) (Weapon slot).

If Master Surgeon - Specialist monk item - Vetromin/?/?/?/? Herb, Single Use, gives single player + 3 Ironflesh/Shielding/Powerstrike etc etc for 15 Seconds. Can only be replenished on respawn. If dropped, cannot be picked up by anyone besides the Master Surgeon Monk. (Support Slot)

If Engineer - Act as per usual, unless someone has a good engineer idea.

Armour slots:

Literally no armour besides basic robes, meaning you will get one hit by basically anything making the Seers Staff not so OP seeming as you cannot move for 10 seconds whilst in cast.

Again, still haven't thought of any OP ness etc but just something I thought like sharing Smile Because I would deffinantly choose this class and play it 24/7, because it is awesome!


Legendary Drops:
Eastern Katana - December 2012
Legacy - April 2014
Pike of Kings - June 2014
Stag Bow -June 2014
Rupturers - June 2014
Durandel - August 2014
Ancient Greatsword - August 2014
Valsgarde Helmet - September 2014
Penetrator - April 2015
Mnominor - April 2015
Volundr Greatsword - April 2015
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#13
(23-08-2013, 01:54 AM)Suns link Wrote: My Ideas on New Classes

Classes with Firearms:

Frontiersman-Uses muskets slow reload, high dmg like (155-300ish)

T1 Musketman T2 Vet Musketman T3 County Musketeer T4 Frontiersman

Light Armor max is like (20-45ish),faster than a pikeman, weak in melee,one handers.

Pistoleer- Uses pistols,slighty faster than a pikeman,medium armor (25-50ish),fast reload,medium dmg like (30-75ish),excells in melee,one handers.

T1 Reiter T2 State Pistoleer T3 Vet PistoleerĀ  T4 Master PistoleerĀ 

Hero Classes for it

Fusilier(Frontiersman)-Available to very high dmg muskets,focuses in shooting muskets,faster reload, slighty faster and better armor,HIGH accuracy.

Duelist(Pistoleer)-Focuses on melee,fast swing speed,VERY high melee dmg,fast and powerful one handers.

Minuteman(Frontiersman)-Fastest Reload speed,Good Melee with one handers,very fast.

Continental Ranger(Frontiersman)-Highest Damage Muskets ingame,Highest Accuracy,Can Easily Snipe Nords from a LONG distance,slow reload,Good Hitpoints.

Dismounted Revolver Cav(Pistoleer)-High Dmg Pistols,good melee, uses a double barrel revolver.


Classes without firearms:

Hoplite-Very High Armor Highest Can be 70-80ish,Speacializes Long Spear and a Shield (can use a small shortsword in close combat),Greek-style armor,slow class,used in a shieldwall/cade slashing.

T1 Spearman T2 Vet Spearman T3 Hoplite T4 Armored Hoplite

Hero Class for this class:

Spartan-350-400ish polearms skill and 8 shielding,VERY HIGH Hitpoints.

Magician-Wields VERY LOW armor (about 10 max),can use godlike magical weapons (lighting blade 100 dmg lighting bolt 100 dmg)

T1 Novice Mage T2 Apprentice Mage T3 Adept Mage T4 Master Mage

Hero Class:Elemental DemiGod:Uses higher dmg magic weapons 150-200dmg ish.

Repairman-Weak Melee,Weak Ranged,Main Duty to repair cades and can carry a max of 4 cades into battle.

Swadian Officer-Increases Melee and Ranged Dmg/Shield hitpoints of players in aura range, good melee,can throw bombs that dmg nords by 25-50% around 35 armor.

Shaman-Has good melee and armor 50ish speacializes in healing arts,His aura can heal others by 1-4 hitpoint every 15 secs.
I like your idea of the Frontiersman and the Magician! This Need more SupportĀ  Smile !
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#14
Guns should never, and 99.999999% chance will never be implemented in this game for very, very obvious reasons.
Legendary Drops:
Eastern Katana - December 2012
Legacy - April 2014
Pike of Kings - June 2014
Stag Bow -June 2014
Rupturers - June 2014
Durandel - August 2014
Ancient Greatsword - August 2014
Valsgarde Helmet - September 2014
Penetrator - April 2015
Mnominor - April 2015
Volundr Greatsword - April 2015
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#15
mount&blade warband and NI is based in the middle ages <-- no firearms have been used (ca.800-1400) not in the renaissance or even later(ca. from 1400-1600) man! and its no fantasy game with witches and dragon or something like that.
You fight, you win.
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#16
(23-08-2013, 12:03 PM)Kameltreiber link Wrote: mount&blade warband and NI is based in the middle ages <-- no firearms have been used (ca.800-1400) not in the renaissance or even later(ca. from 1400-1600) man! and its no fantasy game with witches and dragon or something like that.

not according to the decorations on some maps, i have seen a pistol or two laying around you just have to know where to look (but i agree with you)
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#17
i know the pistol you mean but there are pistols in some other mods and they are only fun.
You fight, you win.
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#18
(23-08-2013, 12:03 PM)Kameltreiber link Wrote: mount&blade warband and NI is based in the middle ages <-- no firearms have been used (ca.800-1400) not in the renaissance or even later(ca. from 1400-1600) man! and its no fantasy game with witches and dragon or something like that.
Mate, I saw angry Nords fighting and slashing with 10 arrows inside their heads. I saw brave Royal Guards shielding with shields with thousands of arrows, javelins and axes in these shields. I saw Odin staying alive after recieving hundreds of swings and thrusts. I saw bold medics healing mates by dropping some boxes on the ground. I saw Swadians blowing up Nords hidden behind the wall with explosive (yes, yes- explosive) barrels by hitting (not igniting) it. So please, don't try to say that NI is realistic.


And about the firearms: first of them were used at the begginings of the 15th century (even earlier, in 9th century in China). So next time check your knowledge before posting.


Cheers
Playing NI since December 2011
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#19
i never said that NI is realistic but your idea would basically change the game.it would be more like napoleonic wars only against bots and with some new features...
and btw: NI doesnt play in china and the 15th century(=1400-1499) is already the renaissance you know(and yes firearms were also used in europe earlier but only for siege)
You fight, you win.
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#20
*suns idea
You fight, you win.
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