y not replace warrior with this classArtemis wrote: ↑Fri Jan 22, 2021 3:07 pmAs much as I like the idea of a new class and the detail on the gear you made, I'm gonna have to say no support. Warrior is already by far the worst class and adding this class is just gonna drop it further down that hole. On top of that like masnam said, this basically just sounds like an improved warrior subclass.
NEW Class: Whipmaster!
hi there and bye there 0.0
Re: NEW Class: Whipmaster!
I'm allowed to have an opinion and who said I was unhappyG-Toast wrote: ↑Fri Jan 22, 2021 3:02 pmshush and be happymasnam wrote: ↑Fri Jan 22, 2021 2:53 pmI dont really support because this could easily just be a subclass of warrior and making a whole to class to balance, make moves, and make sets for is just going to make other updates take longer. I also just like 4 classes but since you did all of this Robby is probably gonna add it anyways
Re: NEW Class: Whipmaster!
No. Warrior is like a staple class. It was the first ever class on elia and almost every rpg that has multiple classes has a warrior or warrior-like classG-Toast wrote: ↑Fri Jan 22, 2021 3:12 pmy not replace warrior with this classArtemis wrote: ↑Fri Jan 22, 2021 3:07 pmAs much as I like the idea of a new class and the detail on the gear you made, I'm gonna have to say no support. Warrior is already by far the worst class and adding this class is just gonna drop it further down that hole. On top of that like masnam said, this basically just sounds like an improved warrior subclass.
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Re: NEW Class: Whipmaster!
Eh, I'm torn between the two. On the one hand, this would be great. A whole new class. It would bring a whole 'nother world of possibilities. New skills, new weapons, new sets, new stats. It definitely looks amazing!
However, as discussed briefly, warriors aren't in a good position right now. I was thinking that these mid-range weapons (whips, if you would like to call them) could be an alternative to short-range weapons that warriors have to use. These then could allow warriors to be more flexible when spending stat points since more could be spent on power, rather than having to make yourself name-of-monster proof.
Funnily enough, I was working on a weapon near the exact same lines of this. I called it the Flail, and wanted to create a mid-range alternative weapon for warriors. Again, yes, the whipmaster class looks (and I do believe will feel) really nice playing. But then, balance changes for warriors. They're in a really bad spot, and I think there are very limited options to help them get up there.
Here's the basic flail I was working on earlier today actually.

However, as discussed briefly, warriors aren't in a good position right now. I was thinking that these mid-range weapons (whips, if you would like to call them) could be an alternative to short-range weapons that warriors have to use. These then could allow warriors to be more flexible when spending stat points since more could be spent on power, rather than having to make yourself name-of-monster proof.
Funnily enough, I was working on a weapon near the exact same lines of this. I called it the Flail, and wanted to create a mid-range alternative weapon for warriors. Again, yes, the whipmaster class looks (and I do believe will feel) really nice playing. But then, balance changes for warriors. They're in a really bad spot, and I think there are very limited options to help them get up there.
Here's the basic flail I was working on earlier today actually.

Re: NEW Class: Whipmaster!
Ooooh man, I definitely love this! I think the whipmaster class would make an awesome addition! These sets are super cool! I really like the cobra set and the wicked manipulator set. Really awesome job! I think the range you provided seems about perfect. The skills mostly sound good too, however I'll have to see how they'd play out when I would get around to implementing them.
I do think there will be some challenges, and I think the most important thing is to make it feel different, mainly from warrior. But I think this will all work pretty well how you described, and it should be noticeably different from the warrior. The more damage depending on the range of the attack sounds great, I believe several character in Super Smash Bros do this. Infact, I think maybe even exaggerating the damage you provided may make it even better. Say, 1.5x for the tip and 0.3x for up close (with variation in the middle.) That way it'd be very clear to the player that there is a difference in damage depending on the range. And it will make landing a hit from the tip more satisfying.
Visually, animating the whip will be super important. It'll almost be imperative that I animate it like an actual whip, so it can't be a still image. Meaning it'll have to bend and twist and what not like a whip. I'll have to find a way to break the whips down into pieces and figure out a good way to make it work for animation that looks natural. I think I have an idea, but it may be a little tricky.
Another important thing will be visually making the whipmaster feel distinguishable from other classes. I think they are close to a warrior, so naturally their armor may be a bit warrior looking. One thing I try to do for each class's equips same for HH classes, is have them each try to stick to main color themes. Although I definitely don't stick to this 100%, I like to try at least. That way a player can look at equips and easily be like "oh, that set belongs to a <insert class here>". Here are some very general things I try to do to keep each classes sets feeling like it belongs to a specific class:
Archer: Varying shades of green. Very nature oriented, leafs, etc. Lighter weighted armor. More open faced helmets.
Mage: Varying shades of blue, maybe some purple. Very magic feeling, maybe with some glowing features and small lights and crystals. Lighter armor, robes, etc. More open faces helmets, hats.
Cowboy Varying shades of brown and orange. Some cowboy and pirate themes. Usually leather, worn, or tattered. Little more open faced helmets, and lightweight.
Warrior Mostly any remaining colors NOT used my the other classes. Heavy armor. Metal and steel. Full face helmets. Spikes, and generally dangerous more violent looking armor/helmets.
Now finding how to fit the whipmaster into that will be a little challenge as well. I'm thinking a little more black/gray colored armor may fit well and help differentiate it. Not to say it can't have any color, but maybe a focus on darker grays would be good. Also, looking at your sets, I think having the whipmaster sets have a sort of "squiggly" free flowing element to them may help denote them to a whipmaster class as well. For example the cobra set, most notably the tail. That free flowing tail sort of resembles a whip, if that makes sense, and may subconsciously tell the player it's a whipmaster's set.
The dominatrix theme works well too. Dunno, just some ideas to keep whipmaster's set feeling like they belong to the class, and don't blend into other classes styles, if ya know what I mean.
But I definitely think the "wavy" feeling I mentioned may be a really good way to denote whipmaster sets. Be it tails, hairs, tentacles, or whatever.
Conclusion: This is definitely an awesome idea, and the art and ideas provided are great! I think the whipmaster would add a really cool new element to the game. It'll be super interesting too, seeing what players decide to go the route of the whipmaster.
I'd say that I'll VERY likely add the whipmaster in. However it will be quite a bit of work, with the new animations, all of the equips, skills, and programming. I'd estimate 2 - 4 weeks for me to add it in, it I was to focus solely on it. There are still some other things I've gotta do for updates and such first, but I'd like to get this added in 1st quarter of this year if possible. We'll see though, time goes fast and I usually under-estimate the amount of work it takes. =[
Anyway, thanks! Super awesome stuff! I'll keep you posted when I'd get ready to add the whipmaster in down the road.
I do think there will be some challenges, and I think the most important thing is to make it feel different, mainly from warrior. But I think this will all work pretty well how you described, and it should be noticeably different from the warrior. The more damage depending on the range of the attack sounds great, I believe several character in Super Smash Bros do this. Infact, I think maybe even exaggerating the damage you provided may make it even better. Say, 1.5x for the tip and 0.3x for up close (with variation in the middle.) That way it'd be very clear to the player that there is a difference in damage depending on the range. And it will make landing a hit from the tip more satisfying.

Visually, animating the whip will be super important. It'll almost be imperative that I animate it like an actual whip, so it can't be a still image. Meaning it'll have to bend and twist and what not like a whip. I'll have to find a way to break the whips down into pieces and figure out a good way to make it work for animation that looks natural. I think I have an idea, but it may be a little tricky.
Another important thing will be visually making the whipmaster feel distinguishable from other classes. I think they are close to a warrior, so naturally their armor may be a bit warrior looking. One thing I try to do for each class's equips same for HH classes, is have them each try to stick to main color themes. Although I definitely don't stick to this 100%, I like to try at least. That way a player can look at equips and easily be like "oh, that set belongs to a <insert class here>". Here are some very general things I try to do to keep each classes sets feeling like it belongs to a specific class:
Archer: Varying shades of green. Very nature oriented, leafs, etc. Lighter weighted armor. More open faced helmets.
Mage: Varying shades of blue, maybe some purple. Very magic feeling, maybe with some glowing features and small lights and crystals. Lighter armor, robes, etc. More open faces helmets, hats.
Cowboy Varying shades of brown and orange. Some cowboy and pirate themes. Usually leather, worn, or tattered. Little more open faced helmets, and lightweight.
Warrior Mostly any remaining colors NOT used my the other classes. Heavy armor. Metal and steel. Full face helmets. Spikes, and generally dangerous more violent looking armor/helmets.
Now finding how to fit the whipmaster into that will be a little challenge as well. I'm thinking a little more black/gray colored armor may fit well and help differentiate it. Not to say it can't have any color, but maybe a focus on darker grays would be good. Also, looking at your sets, I think having the whipmaster sets have a sort of "squiggly" free flowing element to them may help denote them to a whipmaster class as well. For example the cobra set, most notably the tail. That free flowing tail sort of resembles a whip, if that makes sense, and may subconsciously tell the player it's a whipmaster's set.


Conclusion: This is definitely an awesome idea, and the art and ideas provided are great! I think the whipmaster would add a really cool new element to the game. It'll be super interesting too, seeing what players decide to go the route of the whipmaster.

Anyway, thanks! Super awesome stuff! I'll keep you posted when I'd get ready to add the whipmaster in down the road.

Re: NEW Class: Whipmaster!
I was skeptical at first but now seeing the amount of effort and love you put into this class I support it.
- GeraltOfRivia
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Re: NEW Class: Whipmaster!
Not to offend Flashlight in any way( idea and sets/skills etc. looks interesting), but the moment You will decide to add this class to the game You can simply forget that anyone will choose warrior class anymore. Look at the game now-almost no one wants to be warrior, because currently he is the worst option. Only very close range attacks, skills that instead of helping him to equal chances makes him only slower, and better deffnce means nothing if you can't get close enough to any mob because other player with different class can kill it/them instantly with no effort. Few ppl already said here similar stuff to my opinion. In conclusion if You will add whipmaster class you can simply remove/delete warrior class from the game, unless you have some plans to finally make warrior playable like it should be.Robby wrote: ↑Fri Jan 22, 2021 4:54 pmOoooh man, I definitely love this! I think the whipmaster class would make an awesome addition! These sets are super cool! I really like the cobra set and the wicked manipulator set. Really awesome job! I think the range you provided seems about perfect. The skills mostly sound good too, however I'll have to see how they'd play out when I would get around to implementing them.
I do think there will be some challenges, and I think the most important thing is to make it feel different, mainly from warrior. But I think this will all work pretty well how you described, and it should be noticeably different from the warrior. The more damage depending on the range of the attack sounds great, I believe several character in Super Smash Bros do this. Infact, I think maybe even exaggerating the damage you provided may make it even better. Say, 1.5x for the tip and 0.3x for up close (with variation in the middle.) That way it'd be very clear to the player that there is a difference in damage depending on the range. Any will make landing a hit from the tip more satisfying.![]()
Visually, animating the whip will be super important. It'll almost be imperative that I animate it like an actual whip, so it can't be a still image. Meaning it'll have to bend and twist and what not like a whip. I'll have to find a way to break the whips down into pieces and figure out a good way to make it work for animation that looks natural. I think I have an idea, but it may be a little tricky.
Another important thing will be visually making the whipmaster feel distinguishable from other classes. I think they are close to a warrior, so naturally their armor may be a bit warrior looking. One thing I try to do for each class's equips same for HH classes, is have them each try to stick to main color themes. Although I definitely don't stick to this 100%, I like to try at least. That way a player can look at equips and easily be like "oh, that set belongs to a <insert class here>". Here are some very general things I try to do to keep each classes sets feeling like it belongs to a specific class:
Archer: Varying shades of green. Very nature oriented, leafs, etc. Lighter weighted armor. More open faced helmets.
Mage: Varying shades of blue, maybe some purple. Very magic feeling, maybe with some glowing features and small lights and crystals. Lighter armor, robes, etc. More open faces helmets, hats.
Cowboy Varying shades of brown and orange. Some cowboy and pirate themes. Usually leather, worn, or tattered. Little more open faced helmets, and lightweight.
Warrior Mostly any remaining colors NOT used my the other classes. Heavy armor. Metal and steel. Full face helmets. Spikes, and generally dangerous more violent looking armor/helmets.
Now finding how to fit the whipmaster into that will be a little challenge as well. I'm thinking a little more black/gray colored armor may fit well and help differentiate it. Not to say it can't have any color, but maybe a focus on darker grays would be good. Also, looking at your sets, I think having the whipmaster sets have a sort of "squiggly" free flowing element to them may help denote them to a whipmaster class as well. For example the cobra set, most notably the tail. That free flowing tail sort of resembles a whip, if that makes sense, and may subconsciously tell the player it's a whipmaster's set.The dominatrix theme works well too. Dunno, just some ideas to keep whipmaster's set feeling like they belong to the class, and don't blend into other classes styles, if ya know what I mean.
But I definitely think the "wavy" feeling I mentioned may be a really good way to denote whipmaster sets. Be it tails, hairs, tentacles, or whatever.
Conclusion: This is definitely an awesome idea, and the art and ideas provided are great! I think the whipmaster would add a really cool new element to the game. It'll be super interesting too, seeing what players decide to go the route of the whipmaster.I'd say that I'll VERY likely add the whipmaster in. However it will be quite a bit of work, with the new animations, all of the equips, skills, and programming. I'd estimate 2 - 4 weeks for me to add it in, it I was to focus solely on it. There are still some other things I've gotta do for updates and such first, but I'd like to get this added in 1st quarter of this year if possible. We'll see though, time goes fast and I usually under-estimate the amount of work it takes. =[
Anyway, thanks! Super awesome stuff! I'll keep you posted when I'd get ready to add the whipmaster in down the road.![]()

Re: NEW Class: Whipmaster!
Dang' just revamp the warrior hehe instead of whipclass this class will downgrade warriorArtemis wrote: ↑Fri Jan 22, 2021 3:07 pmAs much as I like the idea of a new class and the detail on the gear you made, I'm gonna have to say no support. Warrior is already by far the worst class and adding this class is just gonna drop it further down that hole. On top of that like masnam said, this basically just sounds like an improved warrior subclass.
Re: NEW Class: Whipmaster!
As others have said, the game is not ready to have another class added. There are still a lot of issues that need to be fixed first, those two mainly being damage and skills. Also as others said, this is going to make warrior useless. (Mostly an issue being with skills) Why would I even bother playing warrior when I can play the warrior but ranged class.
I still don't think another stat should be added. Strength works fine as a stat for this class. I guess it would not hurt to do if Robby does not plan on ever adding more classes, but if he does, everything should be broken down into melee, ranged, and magic. Melee will gain damage from the strength stat, ranged will gain damage from the ranged stat, and magic will gain damage from the magic stat. Of course, if this does happen, weapon restrictions would need to also be put in place, so a class like warrior cannot use whips.
I still don't think another stat should be added. Strength works fine as a stat for this class. I guess it would not hurt to do if Robby does not plan on ever adding more classes, but if he does, everything should be broken down into melee, ranged, and magic. Melee will gain damage from the strength stat, ranged will gain damage from the ranged stat, and magic will gain damage from the magic stat. Of course, if this does happen, weapon restrictions would need to also be put in place, so a class like warrior cannot use whips.