As I wait on more news for Camelot Unchained, I thought it would be fun to make a post about what I would like to see the classes play like. I'll start with the Vikings since that's the realm I've given the most thought to.
For those of you who have played both DaoC and Warhammer Online, a lot of this will sound familiar to you. First of all almost all casted abilities will be interrupted on attack much like DaoC did. The exception being there will be abilities with cooldowns that cannot be interrupted by normal attacks but by a special Interrupt skill that melee will have that also is on a cooldown. Each caster might have one of these abilities and the general use of them will be more utility. Melee would follow closer to DaoC's combat system as well with style queues.
From Warhammer I would like to see morale abilities make it into the game. This was a great overall mechanic that allowed for people to build for powerful abilities by fight rather than just having them immediately. So someone that has been fighting for a while could be more of a threat in some cases than a fresh person that has all of his abilities and skills up.
So lets get onto classes
Runemaster: I touched on my classes mechanic for Runemaster in the last blog but I will go into a little more detail on it here. The Runemaster would use a combo point system similar to Rogues in WoW where instead of combo points, the Runemaster would build for Runes. At 5 Runes the runemaster would be able to use abilities that cost 5 runes such as Runebolt that went further and does more damage than a normal ability. If the runemaster only has 2 runes it could choose to use it on say a defensive rune barrier that absorbs 50% of the next attack.
The only morale ability I've really thought of for Runemaster would be at morale4 instantly gaining 5 runes so you could essentially throw out 2 of the more powerful runebolts back to back
Berserker: If you are familiar with DaoC's berserker this class would be somewhat similar. Berserkers in DaoC had an ability to transform into a Vendo bear which allowed all of their attacks to crit for the duration while also not being able to evade or parry attacks. So while this was a powerful ability, you sacrificed defenses to have the extra damage. In Camelot Unchained, I would like to see the Berserker with a Rage bar. When filled you could transform into Vendo form for a certain period of time. So part of playing a Berserker would be managing when you transformed and when you dont for defensive reasons.
Morale ability would be something like gain rage at an increased rate
Viking Raider: This would be the tanky warrior class of the Vikings. In this game you would have classes that are meant to protect your teammates but that doesn't go too well with viking lore, so instead of protecting teammates with guards and the traditional way, Raiders would instead use attacks that made enemy attacks less effective vs whoever the raider chose to defend by attacking.
Morale ability would be to transfer all damage a friendly would take for the next 5 seconds to the raider
Spiritmaster: The spiritmaster from DaoC had a spirit pet that was always with him. The class would be largely unchanged except for a unique mechanic that allowed the spiritmaster to actually fuse with his spirit pet. There would be a unique resource for this but the main benefit of this ability would be that when in spirit form you took less damage from melee attacks but more damage from spells. So using it wisely was key.
Morale ability would be a PBAE damage spell that does extremely powerful spirit damage
Hunter: Here is the FPS/action combat style class that I would have.(would have the other 2 realms archer classes similar in mechanics, just different styles) All of your main shots would put you in an aiming state where when you hit the key to fire you go into an fps style view for aiming, then the next tap of the key releases the arrow, the closer you are with your crosshairs to the target you are aiming for the more damage you will do, you will still hit regardless of how bad your aim is but you control how much or little damage you do(normal defenses of the target still apply). Some of the other abilities would have GTAE properties as well so the entire core of the class is how well you can aim. The hunter style classes would have the most control over potential damage of a target compared to other classes which also requires a slight bit more skill to do so.
Morale ability would be an arrow shot with the longest range in the game.
Thief: The thief class is your stealth class of Camelot Unchained, Thieves would be able to do very strong attacks opening but afterwards the damage would be less than normal. Instead the abilities would focus more on the utilities they provide. Snares and such. The thief could spec 2 different ways, one that utilizes stealth and the other spec that has no stealth but is much stronger in groups. Overall stealth would be much weaker than most games. Stealthers would be able to be seen from a good distance as a transparent figure. The only way to improve stealth beyond that is to gain morale ability from fighting increasing stealth effectiveness for a duration
Morale abilities for thief would increase the effectiveness of stealth for 5-10 mins.
Savage: The savage class from daoc was pretty unique. Most of the mechanics I would keep the same. I would go back to the old 30 second duration buffs though with damage penalties coming when putting up the buffs and losing them so it's much more risky using certain buffs while being attacked.
Morale ability would be to use all savage buffs with no penalty
That wraps up all my thoughts of what I would like to see the Viking classes be like.