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Thronar - Alternate Tibia Server (New more organized thread)

What I meant is, with a good combination of masteries.. they'll have strong melee, actually I think the most one.
 
No class will be either UP or OP since I will be always tweaking them to prevent it.

It's almost near impossible to have balanced custom vocations, you can surely get pretty close but there will always be that class that's underpower or overpowered in some way. Anyway, it'd be nice if you could show the other vocations, unless there're not done. Keep up the good work!
 
It's almost near impossible to have balanced custom vocations, you can surely get pretty close but there will always be that class that's underpower or overpowered in some way. Anyway, it'd be nice if you could show the other vocations, unless there're not done. Keep up the good work!

Well, different from most rpgs out there, since Im the only person in charge of its development, and since Im not afraid to severely change numbers here and there at any time, Im sure I will be able to achieve a proximity to what would be "balanced". My goal is having all 16 lvl 40 classes being played without discrimination, each one being strong and weak at their unique way.
 
Yeah, what I would also like to see here is hunting places that requires a small team, this way it will enforce each class even more to have a purpose. Ex: You could have a blocker, healer/buffer, damage dealers etc.. There'll also be solo hunting places but I think team hunting places would also be nice, and unlike the old era please don't give clerics and priests the same healing/buff spells. When I was playing cleric I felt useless since swordsman could tank better than me and I wasn't needed for heal/buff since priest were more useful. I don't think classes should have the same spells except for the general spells like haste, magic rope, light, etc... I just feel like it would be better if each class was unique.
 
Yeah, what I would also like to see here is hunting places that requires a small team, this way it will enforce each class even more to have a purpose. Ex: You could have a blocker, healer/buffer, damage dealers etc.. There'll also be solo hunting places but I think team hunting places would also be nice, and unlike the old era please don't give clerics and priests the same healing/buff spells. When I was playing cleric I felt useless since swordsman could tank better than me and I wasn't needed for heal/buff since priest were more useful. I don't think classes should have the same spells except for the general spells like haste, magic rope, light, etc... I just feel like it would be better if each class was unique.

Im not sure if you reached the real hard dungeons, there are already many places that you cant even dream of going alone, maybe not even in a duo.

And yes, I remember the cleric's problem on the last beta. Since they werent especialized in nothing, they werent needed anywhere. For that reason Ive reworked them completely, basically by reducing their healing ability, but making buffs such as Blessing, Regeneration and Refill unique to them, so they could differ more from the priest's role. Also, the lvl 40 promotes helps even further to differ similar classes from each other, since the new masteries are really game changing.

Let me give you an example of a Vindicator mastery (one of the 2 cleric promotions):
Unholy Protection: mages that cast single-target elemental attacking spells on you will get their spell casting interval doubled.
 
I never said I had a problem with the 3 promotions, but it still seems like cleric and priest have the same spells, even if the spells Blessing, Regeneration and Refill Like heal an x amount more, or last an x amount longer it still the same spells. Unless by unique you mean it has a completely different affect, otherwise I still see them to much alike. I just believe they should have "different spells" not just the same spells but with a higher/lower healing or cool-down amount.
 
I never said I had a problem with the 3 promotions, but it still seems like cleric and priest have the same spells, even if the spells Blessing, Regeneration and Refill Like heal an x amount more, or last an x amount longer it still the same spells. Unless by unique you mean it has a completely different affect, otherwise I still see them to much alike. I just believe they should have "different spells" not just the same spells but with a higher/lower healing or cool-down amount.

Their whole kits have a similar general purpose, but their gameplay is completely different. That aside, there are many things that cast them aside each other, like the tankiness of clerics, the skill buffs and the mana regen spell are examples of things that priests cant do but a cleric can. Not to mention that clerics are great solo hunters since they can sustain themselves even if they arent that strong, but they are also useful in teams due to their buffs and "second tanker" role.

Its complicated, the whole concept of the cleric is a hybrid class that mixes things that other classes do, but of course they are weaker in each role than the specialized versions. Its a matter of taste as well, maybe you are better suited playing a priest if you think this way.
 
I don't want you to get the wrong idea, I completely understand where you're coming from all I'm trying to say is that there should be some type of difference of spells between clerics and priests, I understand roles of both classes but there's no point in have a cleric since you can have a better tank/healer. All I'm asking for is for 1-2 spells that priests don't have so they'll actually become useful in team hunting. I remember on the older server when we went team hunting I literally did nothing, I couldn't do any damage because the tank was always in front and even if I got up to the monsters I still didn't hit that much and I wasn't needed for buffs since there was a priest. I understand that there're really good solo hunters but imo they should have some different spells. Regardless of what happens I'm just stating my opinion, it's just something I think would help the classes be more unique.
 
I don't want you to get the wrong idea, I completely understand where you're coming from all I'm trying to say is that there should be some type of difference of spells between clerics and priests, I understand roles of both classes but there's no point in have a cleric since you can have a better tank/healer. All I'm asking for is for 1-2 spells that priests don't have so they'll actually become useful in team hunting. I remember on the older server when we went team hunting I literally did nothing, I couldn't do any damage because the tank was always in front and even if I got up to the monsters I still didn't hit that much and I wasn't needed for buffs since there was a priest. I understand that there're really good solo hunters but imo they should have some different spells. Regardless of what happens I'm just stating my opinion, it's just something I think would help the classes be more unique.

As I mentioned already, the spells Regeneration (over-time healing), Refill (over-time mana healing), Restore (sp recover) and Blessing (melee, distance and shielding buff) are now unique to Clerics. Thats what I said that I changed to make them apart from priests, short before the beta endend.
 
Oh... I'm sorry I misunderstood when you said unique. I thought you meant both classes still had the spells just the ones on the cleric were a little different, I didn't know you meant that only clerics now have those spells. This surely clears everything up.
 
As I said that I would post more classes masteries, here is the next one:

--Elementalist>
PASSIVE> Repeteadly casting spells of the same element will make your next spells recover an increasing ammount of your maximum mana. Increases 1% per cast up to a 10% cap.
Elemental Lord: You have a chance to instantly vanish any elemental that attacks you. If the elemental is player-controlled, its master will get damaged by a percentage of its current health.
Conjurer: You have a 25% chance to refund the SP cost during an elemental summoning.
Rift Blast: Every summoned elemental will explode when they are killed, silencing every player around it for 4 seconds.
Fairy Catcher: Increases the chance of convincing a Sylph and doubles their spellcasting rate.
 
Rift Blast: Every summoned elemental will explode when they are killed, silencing every player around it for 4 seconds.

this makes them really OP in pvp i think because 4 seconds is a long time except if u mean that the master of summon also gets silenced with every other player.
a chance on getting silenced would be better i think.

keep it up :)
 
this makes them really OP in pvp i think because 4 seconds is a long time except if u mean that the master of summon also gets silenced with every other player.
a chance on getting silenced would be better i think.

keep it up :)

Many of the new masteries are OP, because I want to make them worth getting. I mean, since you will only be able to learn 2 of 4, I want the players to think real hard about which ones they will get.

And about the rift blast, many classes have their ways of disabling an opponent, this is only one of them.
 
Only 3 classes left to be "masterized"!

Today I will post the masteries of 2 classes, the promotes of Swordsman, the Templars and the Avengers.

Swordsman: (A maximum of 3 can be learned)
Tauting Master: Increases Taunt sucess rate and reduces SP cost. Additionally allows casting on players to stun them briefly.
Guard Master: Increases Guard duration and area of effect.
Threatening Blade: Adds a 40% chance per attack to taunt the targeted creature.
Sharpened Blade: Increases normal attack damage by 15%.
Sword Mastery: Increases sword attacks skill gain by about 15%.

Now the promotes:

Templar: (a maximum of 2 can be learned)
PASSIVE> Your melee damage and atk speed is reduced, your physical and magic resistance is increased.
Blademaster: Attacks twice whenever you land a critical with a sword.
Royal GUard: 35% chance to reduce every attacker's melee and distance skills by 25% for 5 seconds.
Ironwill: Depending on your current health, heals up to 20% of your maximum health upon an offensive skill usage. Increases minimum interval between skill usage to 6 seconds.
The Defender: Increases the regeneration from Moving Fortress and adds a similar regeneration effect to Guard.

Avenger: (a maximum of 2 can be learned)
PASSIVE: Your mana and health regeneration are abnormally low, killing creatures will recover your mana and health by a set value.
Blademaster: Attacks twice whenever you land a critical with a sword.
Vengeance: Vengeful Blade now adds to the target the same debuffs you are under effect when you cast it.
Spellbane: increases resistance to black magic debuffs such as Slow, Paralyze, Silence, Confuse, etc.
Black Arts: greatly increases Arcane Strikes damage and also adds a mana drain effect on them.

Which promote would YOU get as a swordsman? :)
 
My god I'm having a boner. This looks awesome! I'd probably get an Avenger, but I'm more of a mage/archer kinda guy. I will of course try every single vocation though...

Keep it up!
 
Haven't read all the facts but you seem to be a system person like me, keep it up!
Might read the class info later if I get stuck at my servers for inspiration.

Like I use to say to bigger custom server creators, don't try to make the first version to big. We all want to see it get finished. :)

Kind Regards,
Eldin.
 
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