Shattered Kingdoms

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Does SK really need more races and classes?
Yes 57%  57%  [ 28 ]
No 24%  24%  [ 12 ]
Wert Option 18%  18%  [ 9 ]
Total votes : 49
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 Post subject: Does SK need more Classes and Races?
PostPosted: Mon Nov 20, 2006 9:03 am 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I would love a class with a plethora of new abilities and another race to offset the griffons. What do you think?


To spin off of the other thread I would really like to see a variant monk class. Something like minotaur for another race. I think coming up with other races are actually pretty easy. Just tweak existing ones and poof . . .We got another race. Big D has his time loaded up with another project but if we scream loud enough, we might convince him that we need more variety in the game.


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PostPosted: Mon Nov 20, 2006 9:26 am 
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Mortal

Joined: Wed Aug 07, 2002 11:54 pm
Posts: 2765
Location: Pyrgos, Greece
In 4-5 years from now perhaps.

Short answer, considering effort and all, no.


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PostPosted: Mon Nov 20, 2006 9:36 am 
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Mortal

Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
Sure, a good new race or class would be great - but the emphasis is on good. Merely adding races or classes for the sake of variety isn't worthwhile; that would just dilute SK's quality.

Quote:
minotaur


If you've an idea for minotaurs as a culture, that both works with what we have and greatly expands on it, by all means share it. Otherwise, these are just modified giants - smaller, evil, and with horns. Yawn.

Quote:
race to offset the griffons


Griffons are already offset by necromancers. I've no objection in to a new evil race, but it will need a companion good race or class. It's been a long time since I heard any half-decent proposal for the latter.


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PostPosted: Mon Nov 20, 2006 10:06 am 
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Mortal

Joined: Sat Nov 20, 2004 11:38 am
Posts: 803
Location: Milton Ontario Canada
SK Character: Umdon
Necromancers are a race?

I remeber someone saying a wyvern to counter the griffons and make it so that have all the perks of the griffon race and all the same faults.


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PostPosted: Mon Nov 20, 2006 11:00 am 
Kerrien wrote:
Necromancers are a race?

I remeber someone saying a wyvern to counter the griffons and make it so that have all the perks of the griffon race and all the same faults.


The necromancer balances the griffon. If you offer an alternative race to griffons, there has to be a new light-only class.


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PostPosted: Mon Nov 20, 2006 11:03 am 
I actually support the idea of an evil race that is like a griffon in its perks/faults.

But, a light only class would be needed - I suggest a life-magic user who works opposite of the necromancer, but not paladineque-style of works against, but benefits/uses life to fulfill greater means.


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PostPosted: Mon Nov 20, 2006 11:13 am 
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Mortal

Joined: Mon Apr 18, 2005 11:29 am
Posts: 753
What about grey only classes and races?! Always forgotten, they are!


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PostPosted: Mon Nov 20, 2006 11:41 am 
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Mortal

Joined: Thu Feb 26, 2004 4:46 pm
Posts: 544
Location: Sunnyvale
If you're going to make a darkie only race, make a race restriction first so that only a certain # of people can play each type of race.


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PostPosted: Mon Nov 20, 2006 4:51 pm 
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Joined: Mon Sep 05, 2005 5:05 pm
Posts: 2620
Location: *cough*
The only half-decent darkie-only race (other than deep-elves) would be a shadow race type of thing.

Lightie class? Nothing yet.


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PostPosted: Mon Nov 20, 2006 11:00 pm 
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Mortal

Joined: Thu Jan 15, 2004 1:21 am
Posts: 688
SK Character: Delear - Maridosen
I would prefer to see multiclass or something to make each character a bit more unique by choice.

eg. Each priest of a religion getting an extra spell according to the religion he/she follows.


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