It's time once again for another thread about stuff we may never get but still would really love to see. Inspired by the current Wardancer -> Berserker attempt, this time, it's thematic reskinning of the game's professions. Is there a class that's just too similar to another game's that you'd like to see become more unique? Or perhaps the class's skills just don't make a whole lot of sense in Imperian's admittedly strange and often enigmatic world? Post your ideas here for a re-imagining of current professions that you feel are just not neat enough. Please try to stay within Imperian's theme, i.e., no laser cyborg cowboys. Other than that, have fun!
I'll start. Though Assassin and Renegade have bashing woes and some other issues, my biggest complaint is that they are too similar. Granted, the guilds that the classes originated from have a history, but so does Predator, and it's one of the most unique classes in the game. I haven't given much thought to what I'd like to see done with Renegade, but for Assassin, it would be cool if they could have some kind of shadow augmentation skills, where instead of whips/dirks, they grow shadow claws and dip them in a variety of their own funky toxins for various effects. Spatium could probably stay how it is, except with a thematic change from wormholes to shadow rifts or something.
Another class I'd like to see redone is Deathknight. It's true undead stuff has been around in Imperian for ages, but the original Diavlous came from the Noctusari, and getting necromancy from the aura manipulating noctu arts had never made sense to me. And now that Summoner has been further redefined to be sort of a dark pyromancer, it makes sense to me that Deathknight should use some variant of that dark fiery magick to augment their martial prowess.
That's all I've got for now. Feel free to discuss, add, or whatever. Just try not to be too mean to each other here, and stay on topic!
Comments
Class Redesign: Assassin
Viromancer
The viromancer uses her own body as a vessel for the unclean. To do so requires years of uninterruptible preparation to extend her own unnatural life, to build a tolerance to the multitude of pathogens that she bears on her body. The master viromancer understands the philosophy of their mad method and bears not only disease of the flesh, but disease of the mind.
Virulence is the first lesson taught to an aspiring viromancer. It involves the rapid accumulation and subsequent dispersion of pathogens in the body of the enemy - put there usually by the viromancer. The viromancer can do several things to bring this about: direct application of a disease to the enemy, induction of susceptibility in the enemy and modification of an existing disease.
Heresy is the other lesson taught to the budding viromancer. It involves the spread of a philosophy that worships Nihilism, the desire for extreme pessimism. Heresy is taught to the victim by afflicting them with various states of mental susceptibility, molding and shaping transiently held beliefs in the minds of the enemy. When the enemy is subsequently disillusioned, the viromancer can force the victim to impale themselves upon their own weapon.
The master viromancer is a true expert in biology, allowing them to exploit unexpressed genetic material in the body of the enemy, turning on and off different susceptibilities as necessary to drive their enemy to extinction.
Dual metric - Virulence, Heresy
Dual instakill - Succumb, Nihilism
General Methodology
Specialisations (6)
AB VIROLOGY
AB EPISTEMOLOGY
AB MARTIAL