I guess this is a pre-RFE discussion to gauge interest.
I was thinking about my undiminished interest in new class powers and class-specific features.
Then I figured out, a lot of games use specializations which sort of branch into separate routes at some point of char development.
The idea is to put emphasis on certain powers which suit a particular playstyle and enhance them while simultaneously remove or reduce those which are irrelevant for the specialty in question.
Perhaps some new class powers would only be obtainable for a given specialty, sufficiently cool and advantageous to entice players to give them a shot.
Some things understandably would have to be mutually exclusive, to ensure the meaningfulness of the decision.
I'd suggest level 25 to be the decision making point and at the same time be optional, for people that wish to play their chars in the old style, without forcing them to choose.
I have a few suggestions to better present my line of thought:
Mindcrafters:
- Mental Warriors would benefit from increased damage dice on offensive mindcraft (and reduced costs on those), better mental shield etc. plus get some new ones for more versatility, shock waves for constructs or destroying parts of dungeon levels, like a localized earthquake that damages anything in the room, warm/cold blasts against vulnerable monsters (rapidly compressed air increases in temperature, decompressed - cools down, all achieved with telekinesis ) etc.
- Mind Destroyers would, with the same Wi value, gain higher chance to force negative mental effects on npcs plus extra on-demand effects like stunning, panic/fear, paralysis, slowness, affecting hostility or more detailed info about monsters' resistances to particular forms of attacks or what special attacks they have.
Weaponsmiths:
- Craftsmen which work on non-metal items; they find use of woodcraft skill, they can make spears, leather armor pieces, impregnate those items against some elemental damage, improve wood/leather artifacts to a small extent (level 50 specialization power?)
- Artificers would function much like regular WS, with the exception of being able to create identified metal items from scratch, improve metal artifacts to a small extent (level 50 specialization power?)
Necromancers:
- Summoners similar in playstyle to NPC necros that summon undead creatures without the need for corpses, later summon more powerful undead or enslave existing hostile undead, depending on the necro's Wi, Ma and level, scare undead en masse for a 1dX number of turns that could also depend on attributes/PC level; with great level differences or very high attributes, hostile undead summoned by enemy NPCs might switch sides.
- Cadaverists (however ridiculous this sounds), which specialize in single but powerful, long-term undead slave, which could be upgraded as more desirable corpses are found, could be given items to use and wield, make potions like cadaverine from corpses, which could be thrown at undead slaves to heal them, finally become partially dead by replacing some portion of their bodies with engineered undead pieces (some nice bonuses and great costs as well).
Barbarians:
- Berserkers focusing on defeating enemies with brutal (tremendous blows etc.) and fast attacks, with disregard for personal protection, gain more polarized effects from berserking (even less DV, more damage), be able to true berserk with all items on, except armors (unless with that special prefix)
-Warlords would offer a more balanced tactical choice with additional AoE attacks, massive courage/tactics bonuses and better DV/PV relations.
Even classes like merchants and farmers could benefit from this:
Merchants could have better item specializations, with more categories that include more item groups:
- jeweler that focuses on items like rings, amulets and bracers
- dresser for all items made of cloth or leather
- apothecary that specializes in potions, herbs and food
- antiquary that deals in artifacts and higher metal items, etc.
All of the above would affect identification, prices, perhaps attribute bonuses and a number of other related features.
Farmers might elect to become:
- herbalists, finding more herb patches in dungeons, gaining more benefits from herb training, picking more herbs, healing more HP with spense or even be a sort of a witch doctor that could mix several herbs in varying proportions to get some desirable concoction for consumption or use poisonous herbs to coat weapons for some interesting effects, use corpses as fertilizers to quicken the growth of new herbs
- meat food specialists that get some extra benefits from corpses by employing different preservation and preparation methods, for example to ensure those St gains from giants or minimize negative impact of certain unique (and/or chaotic) corpses. They could have the power of greatly reducing the weight of cooked corpses while retaining their nutritional values (since they know exactly which parts are edible and which ones grant intrinsics, attribute increases etc.), their food preservation would be more effective and easier to train. They could even require less weapon marks to increase their skill in the use of daggers and/or axes, to reflect their proficiency with knives and cleavers widely used in their trade.
I could go on and on, with some (in my opinion) very interesting ideas for monks, duelists and assassins, but this is just a bunch of ideas off the top of my head, not necessarily suitable or balanced.
I frequently catch myself discarding a lot of items I could do something with but the game doesn't have that feature.
I drop tons of stuff around because it's a waste of time dragging them to a shop and selling them.
Wizards have been skipped because this class could very well be split into 5 different specializations and still lose nothing.
I'd like to play the proposed weaponsmith variation that works with non-metal items, or the necro that can continuously work on his favorite slave, adding quickling blood (or undead quickling legs) for speed or increasing its PV with more bones in case it's a skeletal warrior, or even adding an acid attack with some piece of a giant slug. I'd love to have a mindcrafter that can do something more than confuse monsters then bash them to death with a club, waiting for level 30 to switch to GTB.
Would any of this be worth the effort? Perhaps not all classes need this while some might need more than two?
I realize this would require a lot of work to implement but there's a high potential for extra fun, both for new players and old ones, lots of room to revive some overlooked game features and give them a new purpose.