Class revamps

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Revision as of 21:40, 6 November 2013 by imported>Southwest (General Revamp Theme: Adding paragraph about the whole "give each class viable/unique combat strategy" goal)

2013 saw a vast reworking of the six core classes. Each of these revamps came in the form of a world event.

General Revamp Theme

The class revamps arose from a desire to give each class its own viable combat strategy and unique mechanical identity, so that playing a Seal Clubber, for instance, felt noticeably different than playing an Accordion Thief. The introduction of mechanics such as Fury for Seal Clubbers, or Disco Bandits' Disco Momentum and affinity for knives, represent various implementations of this.

Each class is getting twice as many guild-trainable skills. The training costs of all of the guild skills have been reduced so that two skills of that level cost what the one skill did before. The goal is to have a variety of class-exclusive skills, or skills that act differently depending on what class is using the skill. One example of this is the nerfing of Entangling Noodles, with every class gaining their own form of stunning.

Accommodations

Since the revamp includes changes to existing skills, it has been announced that after all of the classes have been changed a de-perming method will be made available. Only guild-taught skills will be eligible. Depermed skills will be turned into equivalent karma needed to be permed (100 for softcore and 200 for hardcore) and will be unlearned. To reperm the skills, a player will need to retrain them.