Thoughts? Questions, comments or concerns (Magic Classes)

Wanted to share some magic class branches I’ve made. Not all I intend to use for WoG (World of Gultan) but in all honesty I’m tired of not sharing my work, good or bad. Please, honest feedback is welcome. (Class breakdown in the comments but also curious how people would interpret what these classes do)

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@dancer_A Thank you. Moving forward I now know where to put these kinds of things.

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Since I’ve no context whatsoever, what do half of these classes do or have of special compared to others considering that mounted mages have been removed from the mage line?

Like the Premonition/Magister/Oracle and all these new classes, what would their gimmick be? What do I aim for when saying “I’d want to promote to this for this reason”?

Like, with no context all I see are just

names, no information whatsoever about what they do or the difference they offer with other classes.

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i like the sprites

illusionist and prophet are the standouts to me

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Thanks :slight_smile: Yeah I really like how the Illusionist turned out

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So half of this is being general. I’d be curious what others would assign all such attributes to each of these classes as. I have my break down but basically you have from the top going clockwise, dark magic users (Dark Druid, Illusionist), light (Cardinal, Premonition) anima (Magister, Conjurer, Sorcerer) and mix: Prophet (dark and light), Oracle (light, dark, and anima) Several can use staves as well but there is essentially a 3 tier class change similar to Radiant Dawn. That would entail magic unavailable to 2nd tier classes that only 3rd tier could use. Here’s the individual break down:

Dark Classes

Dark Druid : Same as Nergal, master of dark. Focus on power
Illusionist : Would be like summoners in that they could ‘create illusions’ but also would be big on speed growth and cloning one’s self. You could have two of the same character on the field and whichever got killed first, the other would be your true character. One time use per battle and low hp growth.
Pontifex : Master of Dark magic, similar to sorcerer in focus being high crit through skill and luck

Light Classes

Cardinal : Master of light and high speed and skill, bishop on crack essentially. Much higher crit rate than was prior. Can use staves
Premonition : Master of staves. Can use offensive staves as well as healing. Offensive staves would work like most siege tomes.

Anima

Magister : Heavy defense anima mage. Think a general but with magic
Conjurer : Master of anima focus on power
Sorcerer : Master of anima focusing on speed, skill and luck basically a sword master for magic
Magician : Would be the anti-druid, where you specialize in anima and dark (no staves) and instead of focus on defense and power, focus is on skill. With that said, I’d probably change the Magician out for where the Sage is on this chart and the Clerics class change tiers would follow with it.

Mix

Prophet : Can use both light and dark so essentially good against all magic wielders
Oracle : Can use light, dark, and anima but not as robust as the others.

Mounted magic uses would be a separate breakdown. This is by no means an all encompassing list (note the slots by the dancer not filled in yet)

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I’d imagine the Oracle could help units near it see exactly if they hit or crit their own or the enemy’s next attack or not, seeing how Fire Emblem’s consistent RNG works (ex. hitting Resume Chapter won’t change that your lord got hit by a 24%)

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Ooo that would be a really cool ability. I haven’t seen the extent of what people have done in their hacks but i’ve glinted some unique concepts. Perhaps something unique could be done for sure.

personally I think all the custom sprites look terribly out of proportion, too tall and with tiny heads, but have generally decent concepts? The Conjurer is easily the best custom sprite, though. That one actually looks like a human(or, well, a wizardly giant) instead of an elongated diamond-shaped shadow creature. Illusionist is up there too, and admittedly the “diamond-shaped” bit only really applies to the oracle. Is the Magician custom? The Magician looks fine.

They looked a little samey at first, but on closer inspection that bit isn’t as bad as I thought.

Hopefully this was constructive, I’ve never been good at telling where that particular line is…

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Honestly, you just bluntly explained my own personal issue with them. :sweat_smile: This was my first go and not an actual set of the classes in game I intend but yeah, they’re all averagely super tall.
(Maybe since I’m tall myself I unintentionally wanted my tall kings and queens some rep lol)

They are a 3rd tier class, so I also wanted them more powerful looking than 2nd tier.

All in all, though, thank you for your feedback, I appreciate your overall perspective and that some you did enjoy. (I’m curious people’s thoughts on the Sorcerer, and if they can get the reference :P)

And yes, Magician is custom. I’ll take that as a huge complement if they look premade.

Yeah Magician and Illusionist are the ones I’d say “don’t change”, the elongated shadow person look just works for a class called Illusionist, and Conjurer, Cardinal, and Magister just need to be de-exaggerated a little. Magister may also need a little work making certain straight lines feel more natural but I’m not 100% on that.

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Great advice, will do :slight_smile:

This chart has a lot of redundancies that make it hard to follow, it’s visually unclear where the starting point is, and the chart doesn’t say anything about what these classes do.

What meaningfully separates these classes? What are the pros and cons of choosing to promote into each class, and are they interesting to think about? What ideally goes through a player’s head when deciding what to promote/reclass into? What is each class’s unique identity within the gameplay and world, and what does having this class, even as a reclass option, say about a character and his/her place in the world? Is deciding who promotes into what as simple as choosing between movement (mounted) and other stats(stronger unmounted option), or niche specialization(the all-out sword-based offense of a Swordmaster) versus covering multiple niches(Master Of Arms for 3 weapons and maybe also bows/Hero for more defense and axes/Assassin for pass and lethality and bows/Dark Knight for a mount and magic)? Is sacrificing unit power for movement worth it when other units or other options(Rescue/Warp/Shelter/etc) can move those units? Is it really worth it to make a mage class option worse at offense and slightly less terrible at defense when the army most likely has other units taking damage for them anyway? How many niches really need entire classes dedicated to them?

Do they fulfill any gameplay purpose you couldn’t replicate by combining redundant classes and letting players choose between different skills at certain levels? Is every single weapon type a mage can use going to get its own Tier 1, 2, and 3 walking, Horse-riding, and Pegasus/Dragon-riding option, along with every single possible combination of two or three different weapons a mage can use at once? Is sacrificing raw power for more skill/luck really worth it when players can reroll bad RNG away? How easy is it for players to look at these classes and their unique map sprites and tell them apart from one another and know what to expect?

In LT skills can alter stats, grant the ability to use weapons, change map sprites, alter stats and growths, add and take away tags and weapon weaknesses, even add entirely new mechanics and abilities and combat arts, and you can let the player choose what skills their class can get at certain levels. What if a Swordmaster could choose between Heavy Blade (+Strength, -Skill, -Speed stats and growths) or Light Blades (+Speed, -Strength, +Skill stats and growths)? What if a Sage could decide whether to get Tomefaire or Shadowgift at level 15? What if Illusionist’s Summon/Replicate-like effect was a Skill, and taking it meant you couldn’t get Premonition’s Skill that unlocks offensive Staves and grants a bonus to maximum Stave range? Is it worth it for a flying Mage to choose a Skill that removes his mounted flier weakness over a Skill that makes him stronger in other ways? I have no idea if GBA hacking can do this or not. Can GBA hacking support that many unique classes in one game? If so, what do your class trees for melee and bow units look like?

You can do whatever you want, of course, and you don’t have to agree with my advice, and I can’t really judge the balance of a game I’ve never played and how necessary these classes are to the setting or your vision… But to me, from the outside looking in, this list looks like it could use pruning. I can only imagine how this list would look if you added horse and flier options to this list.

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well good thing most people who are going to see this know what a Pupil is, as long as you have that piece of info that issue gets resolved the moment you see Ewan.

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Hey thanks for all the pointers. I appreciate that you want fully fleshed out classes and I will get to designing all their specifics once i truly establiah the classes i need. This was just a fun little presentation on some mage specific classes I wanted to imagine. Not all are winners, just an exercise in imagination and asthetic. I really like exploring what ifs and take what sticks to be worked on further. Once I’m further into making my game I’ll have more concrete info on what i want my classes to do.

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Love the feedback everyone, thank you.
I’m finding two types of views so far. Those who like to fill in their own interpretation and those who want the artists actual interpretation. Thats really encouraging honestly to see the desire for my work to be fully realized. I’m hoping in time I can bring several of these classes and more to life.

Will post other branches as i get to them such as the dancer, fighter classes, bow classes, mounts, etc. I just really love badass cloaks and robes and magic hehe

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I understand where you’re coming from and the argument you’re making, and you’re proving my point at the same time. I also know what a Pupil from that Fire Emblem GBA game is, but this is a different game with its own set of classes. Should I assume Pupils fulfill the same role here as they did in that game? Okay then, why isn’t Pupil at the center of a class web, or at the bottom of a class tree, visually indicating its place in the class heirarchy?

That’s an excellent way to go about it! Sometimes I consider making an entire game out of the concepts and characters I scrapped in my own Fire Emblem project, like that Phalanx system that didn’t turn out right.

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I probably could have made it more obvious but yes Pupil is the starting point. Its the one point all the other branches branch from

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Cleric to male bishop, his transition went so well, i’m proud of them

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Omg haha yeah :sweat_smile: