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Don't be afraid to add a melee/short range character, I know a lot of people playing that would totally pick it for the challenge and/or the different playstyle.
He/She could use a Two-handed weapon, like a spear or a halberd, and not be REALLY melee, but really close combat, with a gap-closer/dash skill to help it hunt, and even make their pattern different with: Swipe, Stab/Piercing, Double-hit; and then use some of the ones that exist, like Rapid Fire, Heavy and Short patterns.

I would have a lot of fun with it for sure, and would add so much more diversity too!

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I'm pretty sure it will be very similar to Realm of the Mad God, melee classes will most likely be very short range with ranged projectile but with no pure melee class damage.

but still ! it could be cool to see pure melee class if they manage to make it work

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We'd love to have a melee character, and it's something we've definitely thrown around - the only issue is that several of our bosses depend on ranged combat. The druid is the closest class we have to something "melee," as bear form actually fires a short projectile. We might be able to do something else like the druid, where the character's standard form has range but the special isĀ closer to melee. Any ideas?

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Guest SteelReign

I have a couple of possible suggestions. So far this seems like a pretty hardcore game featuring permadeath, grinding, and bullet hell mechanics. Don't be afraid to implement a couple of 'hardcore' classes. Not every class needs to be viable for every single fight, imo, as long as people are aware before they pick the class. This provides meaningful choice and variety.

1) Make a melee support character. An example could be a knight (or any similar archetype) that uses a sword and shield. Its standard attacks will be melee and its special could be a shield that prevents/deflects projectiles to itself and nearby party members. While it wouldn't be able to directly damage some bosses with its main attacks, it could save allies, damage the boss via deflections, and/or focus on killing adds. To compensate, it could have more hp/damage against things it can hit.

2) Similar to the first suggestion but instead of a defensive ability just give it a really strong ranged special attack so it can still participate offensively.

3) Main attack toggle. Something like a ninja class where its main attack is generally a melee sword but it can be toggled to throw shurikens or kunais. Make the ranged weapons weaker and have smaller radius while the melee attack does more damage in a larger AOE.

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A good way to make it work: high base stats for the class; so it can rely on its basic attack; and then give a "movement" skill, like a dash/jump/dodge + attack, so it can get closer or further while fighting.
Another good one is like the last one up there, make a ninja class, but instead of melee + ranged mechanic, make his/her skill a kind of "shadow clone", like a decoy, so he can free attack sometimes. o/

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