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Camelot Unchained

Camelot Unchained 

General Discussion  » Poll: How many Classes at launch?

19 posts found


Joined: 7/01/08
Posts: 2163

Nothing is til it is and even then you never know until its been.

OP  2/20/13 2:27:07 PM#1

I'm an alt-a-holic. I LOVE playing every class I can. For me it's exciting new content every time I try out a new class. I never have a problem starting over just to try something new and I don't even worry about balance issues as long as they are within reason. WIth classes, I think the more the merrier, but if CU was strictly classes I would honestly prefer they start with 2 RVR classes per Relm. A Healer, and a Tank on each side. Make them work well, make them fun, then slowly add more over time. Why? Because classes take a pile of time and work and with a small budget I would rather play in CU with 2 classes now than wait 5 years for it to launch with 30 classes. How about you?

How many RVR classes per realm would you want by launch?

at least 2 per relm
at least 3 per relm
at least 5 per relm
More than 5 per relm
even 1 is fine with me!
(login to vote)


Novice Member

Joined: 11/23/10
Posts: 43

2/20/13 2:32:26 PM#2

On second thought... I would like to see at least 5. Wow, I guess i really didn't think that one through very well. Eh, it's all good. I'm in a hurry because I'm in between meetings at work. Anyway, 5 would offer a solid selection of magic, finese, brute with a good combination or ranged and melee.


Gotta get those archers in there!


Hard Core Member

Joined: 1/15/11
Posts: 1198

2/20/13 2:36:40 PM#3
Since Mark has said the game will be class based, I see probably 6 per realm at launch. Could be less, say 3 classes like warrior/mage/archer type of thing but I wouldnt be suprised to see 6 or more with different variations on each base type.

Apprentice Member

Joined: 2/15/13
Posts: 84

2/20/13 2:43:26 PM#4
You need atleast 4, Healer, Melee DPS, Ranged DPS, Tank. After that you can start adding your hybrids, pet classes etc. I do think 5 would be a nice number to start.

Hard Core Member

Joined: 1/18/08
Posts: 1146

2/20/13 2:48:54 PM#5
2 classes per realm? This game will be epic fail if that happens. At a minimum I'd expect 1 healer, 1 melee, 1 caster, 1 archer, and 1 assassin in each realm. More than likely there will be 2 casters, 2-3 melees, and maybe 2 healers. I would be very surprised if the game was released with fewer than 5 classes in each realm unless it was a situation where additional classes were going to be added soon after release.

Camelot Unchained Backer
DAOC [retired]: R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R5 Healer


Novice Member

Joined: 7/30/04
Posts: 120

2/20/13 2:57:42 PM#6
I hope Mark and the Team stick with the unique classes per realm that we saw in DAOC.. If there is anything less than 5-6 classes I wont even bother I'll just keep playing DAOC.


Joined: 7/01/08
Posts: 2163

Nothing is til it is and even then you never know until its been.

OP  2/20/13 4:19:04 PM#7

WOW, this might be one of the most decisive polls I've seen in a long time, it's refreshing actually.


Advanced Member

Joined: 7/13/12
Posts: 276

2/20/13 4:21:30 PM#8
Ideally you'd have primary healer, off healer/hybrid, caster/nuker, caster/pet class, ranged (archer), tank melee, melee dps (could be rogue). You could split the melee dps into a melee hybrid (ala thane/merc style) and an rogue. That would make a round 8 per realm. But I think Mark was alluding to the fact there will probably be less.

Novice Member

Joined: 2/19/13
Posts: 245

2/20/13 4:23:48 PM#9
Yep we need more than 5 classes per realm. Remember about one important thing. Don't listen to cry babies who say that one realm has something cool and the others do not. In daoc the cool thing was that for example hibs had haste buff, albs had spec AF buff, mids had end regen. It was cool. That difference between realms.

Novice Member

Joined: 8/14/07
Posts: 701

2/20/13 4:25:33 PM#10

well yea basicly you would want atleast the standard:


then how many more you want may depend on specs available to each of those since you need to cover:

tank, healer, DPS and CC.

I would want to start with no less than 5. and atleast 2 good choices for races for each class on each faction.

you could probably get away with 3 though, with alot of different spec options available to each.

TRF - GM - GW2, PS2, WAR, AION, Rift, WoW, WOT....etc...
Future Crew - High Council. Planetside 1 & 2.


Elite Member

Joined: 3/30/10
Posts: 4586

I don't Forum PVP. If you feel I've attacked you, it was probably by accident.

2/20/13 4:27:32 PM#11

At least 5.  Otherwise there aren't enough for utility classes, hybrids, or solo orienteds.


Realm Lords 2 Graphical MUD - Opens October 1st, 2015 - Very, very, very, very low budget Indie. For real, we don't even feed the employees.


Novice Member

Joined: 5/05/06
Posts: 2

2/20/13 7:11:27 PM#12
The problem with having pure classes (or single-role classes), is that they're really difficult NOT to mirror across the 3 realms. It's like the difference between a warrior, hero, and armsman. While they each had their own flair, it wasn't like playing a healer versus a cleric.

Consider that in DAoC, almost every class was a hybrid of 2-4 roles. The main difference between classes across the realms was how roles were combined to form each class. I wouldn't expect to see many non-hybrid classes if they're going to cover all the bases AND not have to worry about class mirrors.

Apprentice Member

Joined: 2/15/13
Posts: 84

2/20/13 7:16:51 PM#13
Originally posted by Jaweese
The problem with having pure classes (or single-role classes), is that they're really difficult NOT to mirror across the 3 realms. It's like the difference between a warrior, hero, and armsman. While they each had their own flair, it wasn't like playing a healer versus a cleric.

Consider that in DAoC, almost every class was a hybrid of 2-4 roles. The main difference between classes across the realms was how roles were combined to form each class. I wouldn't expect to see many non-hybrid classes if they're going to cover all the bases AND not have to worry about class mirrors.

I agree I did like that hybrid. I really loved the utility my druid  Druid and Warden


Novice Member

Joined: 11/21/02
Posts: 88

2/21/13 8:10:39 AM#14

Well why not specialising later on? That way, it would be ok to have a magical affine class for nuke /heal, a light armored class for stealth / ranger and a heavyer armored class for tank, melee dps. The specialied branches of that classes should also be unique for each realm / class. Ok, when I think about it, this is not a good system, since it is bad to extent. if 3 classes can occupy a range of roles, why should there additional classes later on.

Better to have lets say 5 classes per realm, which are not allrounder but specialied already at the start, and then adding additional classes later.

MMO's played so far:
Looking forward to: Camelot Unchained, Star Citizen


Advanced Member

Joined: 7/20/05
Posts: 138

2/21/13 8:21:16 AM#15

Physical Tank (Paladin/Armsman/etc.)

Physical Melee DPS (Rogue, Berserker, etc.)

Physical Ranged DPS (Scout, Ranger, etc.)

Magic Ranged DPS (Wizard, Runemaster, etc.)

Magic Healing (Cleric, Healer, etc.)


That's the 5 generic class bases in most games.

Inter-disperse some hybrids between each one and you've got 10 classes.

The hybrids and pets may be included withing the 5 basics as specializations, but I don't think anyone will have to worry about having any less than the above 5.


Novice Member

Joined: 10/03/06
Posts: 272

2/21/13 8:32:09 AM#16

I really hope there's some sort of warden-like class. I love that concept :)


Eldritch, Nightshade, Warden, Druid, Mauler, Mentalist
Sorcerer, Necromancer, Theurgist, Armsman, Cleric
Healer, Warrior, Skald


Novice Member

Joined: 11/21/10
Posts: 9

2/21/13 9:24:21 AM#17
Thats quite a limited poll... You need at least 5 to cover the basics (tank, healer, mage, light armored melee dd, archer) and even that wouldn't be really much. To make it at least a bit interesting and not feel generic you would need at least double that imho.

Novice Member

Joined: 10/12/12
Posts: 2125

2/21/13 9:26:29 AM#18

There has to be more than 5 per realm. You would need at least 8-10 in my opinion for things to actually work the way they did in DAoC.

Classes I really want to see something comparable too: Warden, Valkyrie, Thane, Minstrel, Bard, Savage, Reaver, Mercenary, the list goes on and on.

Currently Playing: ESO and FFXIV
Have played: You name it
If you mention rose tinted glasses, you better be referring to Mitch Hedberg.



Joined: 7/01/08
Posts: 2163

Nothing is til it is and even then you never know until its been.

OP  2/21/13 9:49:41 PM#19

3 relms, minimum 1 tank, 1 dps, 1 healer per relm = 9 classes (more than most mmos launch with now days!).

Ideal for launch would be ranged and melee versions of each of the above. That puts us at 6 per relm at launch and since MJ doesn't like mirrors (and neither do I) that puts us at 18 for launch! That is a pile of classes for any game, especially a balance necessary PVP game, and again, this is really just a minimum.

Now lets add in potential professions (which sound like they either will be or will be in depth enough to nearly be their own class) Crafter (for sure), harvester (for sure), transporter/smuggler/hauler (would be cool), entertainer/buffer/image designer (women/men playing women and RPers need fun too right?), chef (yum), and fire fighter (kidding).

Now lets break it down more, different types of crafters, 1-3 or more? Different types of harvesters 1-3 or more?

And you can see how quickly the work piles up (and thats just for the functioning class system). The more I think about that the more I think, ok, I'll be thrilled with 1 class and 1 crafting proff by beta lol. /respect for game development.

Something from GW2 that I would like to see is the weapon/move transition system. I'm a ranged hunter, now I use a sword so I'm a melee hunter, etc. It adds a lot of depth and diversity without building an entire class (lore/look/feel etc).