If you have ideas about additional classes or want to suggest one, please use this post.
This ensures to have these in one place.
Please add an Elf ranger/archer class that uses a bow for primary and daggers/swords for secondary.
I'm going to write up something more comprehensive, but for now I think there is design space here for something that's much more sabotage/rogue type. Bombs, traps, backflipping over knights and stabbing them in the back, that sort of thing. Playing cleric with the sniping crossbow made me think of that as an idea, but it is 6 am and I need to sleep before I can put more comprehensive ideas to pen.
"Archer Class" (suggested by laxiba on 2022-09-12), including upvotes (1) and comments (0), was merged into this suggestion.
"[Feature] Add a Rouge/Assassin Class" (suggested by Terror on 2022-09-13), including upvotes (1) and comments (0), was merged into this suggestion.
It would be even better if there was an assassin-like element, such as not showing up on the MAP.
Bow/crossbow for ranged option and a shortsword/dagger for melee. Would use traps and bombs and do more dmg in melee when attacking from behind. Skills - personal speed increase, smoke bomb (similar to mage spell fog), a higher jump or to vault over multiple enemies. NO ACTUAL STEALTH!
Ranger/Assassin would be a better fit IMO.Primary: Bow/CrossbowSecondary: dual sword/dagger/hatchetUltimate: CaltropsDescription: Throw Caltrops on the battlefield that slows and damages(low damage) your enemies.Abilities (ranged focus):Barbed Arrow: Shoot an arrow that does damage over time.Piercing Shot: Line ability. Goes through multiple enemies. Ignores block.Mark: Mark an enemy for death. Marked enemy will take additional damage from ranged basic attacks.Abilities (melee focus):Concealed Strike: Succesful attacks from flank(enemy side or behind) heals you 10% of the damage done.Cross Strike: slash in front of you, short dash that pushes your character forward. Concussion Grenade: drop a grenade by your feet stunning enemies around you for .5 seconds.
Primary: Twin blades. Cannot gaurd, but attacks faster than other classes in wider sweeping arcs. Deals less damage, ment more as AoE melee. Cannot crit but can finish.Secondarys: Shortbow- Scatter shot, lots of arc, dealing low damage, similar to the barrage ultimate, but without fire. Can move quickly while firing. Right click is a short hop backwards.Longbow- Sniper bow, similar to Wizard's Ice spear. Right click zooms.Chakram- Boomerang type weapon, deals minor structure damage, but short range. Right clicking performs melee attack with chakram, counts as a gaurd break, but slow.Abilities:Hunter's eyes: Reveals all enemies within a short distance through walls and fog.Bear trap: stunning trap/light damageVigor: gain HP regen over timeAid: Applies a small temp HP boost to ally and HP regen over time.Triple shot: Makes the archer's next three shots fire +2 arrows that scatter. Less useful on shortbowTeamwork:Nature's grasp: creates large slowing area, larger with help
対戦ゲームにおいてカウンタープレイが存在することは非常に重要です。現状では魔法使いは戦士を遠くから高火力で一方的に攻撃することができ、距離を詰められれば離脱することができます。ある程度の装備とプレイヤースキルが揃うとこの傾向はより顕著になり、魔法使いは戦士のカウンターとして機能していると言って良いでしょう。しかし、その魔法使いにはカウンタープレイが存在しません。（超長距離からチクチク攻撃するようなゲームとして面白味にかけるプレイを除けば）この問題を解決する一つの手段として暗殺者を用意するアイデアがあります。つまり暗殺者を魔法使いのカウンターとして設定し、同時に戦士を暗殺者のカウンターとして設定するべきです。このような三すくみになるはずです。暗殺者⇒魔法使い⇒戦士⇒暗殺者…魔法使いのカウンターであり、戦士にカウンターされる暗殺者とは以下の性質を持っている必要があります。●気付かれずに敵陣の中に入り込むことができ、魔法使いに強力な近接攻撃を行うことができる 更にその魔法使いを上手くキルすることができた場合のみ敵陣を離脱できる ・身体が敵から視認しづらくなるスキル(例えば足跡だけ見える等) ・ステルス状態から攻撃を行い、キルを取れた場合に離脱に役立つ移動系の効果に変化するスキル●魔法使いが密接して行動していた場合には味方が追撃する隙を作れる ・一定時間スキルの発動を禁止する近距離範囲スキル（通常攻撃は禁止しない）●同ランクの戦士と正面から戦った場合は負ける ・耐久力は戦士よりも低い ・戦士のような高耐久の相手への有効なスキルを持たない以上です。ここまで読んで頂きありがとうございました。Warlanderがより良いゲームになることを望んでいます。
A class that would be focused on medium to long range (like the mage) but focused more on defense, with the creation of traps for area control and greater ease in building siege weapons (both for defense and for attack), would have a resistance slightly higher than the cleric's, but still low compared to the fighter.
Pistol: low damage, medium fire (faster than the cleric's crossbow but slower than the warrior's crossbow)
Longbow: Very long range weapon, but it takes time to shoot.
Hunting net: Throws a net that slows down enemies
Bear Trap: Deals damage and locks the enemy in position for a few seconds.
Mark Enemy: Fires a projectile that makes an enemy visible behind obstacles.
Poison Shot: Fires a projectile that deals poison damage.
Eagle Attack: Summons an Eagle that assists in attacking enemies close to the hunter.
Camouflage: Becomes difficult to see for a few seconds.
I've been thinking of that idea of a class that relies on adding a good pressure by itself. The idea's I'm gonna write are rather focused around a Necromancer class.
Stats wise, it would be a class similar to the mage, but slightly less focused on ranged, having a scepter for spells as main weapon and a cursed melee weapon (like an axe). It's abilities could feature an area of effect poison mist, an ability to prevent enemies from getting resurrected by their comrades, A skeleton summoning spell (obviously) in order to add some pressure, and a guardian summon that defend an area, and would be teleported when using again the ability (to avoid building up an army to defend the core).
I think depending on the player playstyle, it could either lean toward abilities to hinder the enemies, or a summon playstyle to add pressure.
Middle ground attack and defense class
Melee Weapon: Two-Handed Long Spear
Ranged Weapon: Harpoon Gun
He would have a slightly longer range than clerics and fighters, he would have piercing damage, and his ranged weapon would be very slow to reload.
For special moves I thought of Spear Fighter from Fire Emblem and spear and halberd characters from musou games
This class could put out fires and place something like a bomb. The focus would be on to either to support your structures or destroy the enemies.
"[Feature] Rogue/assassin class" (suggested by Ipe on 2022-10-01), including upvotes (1) and comments (0), was merged into this suggestion.
"[Feature] More classes like archer, berserk, engineer, necromancer..." (suggested by Rodrigo on 2022-11-07), including upvotes (1) and comments (0), was merged into this suggestion.
"[Feature] necromancy" (suggested by Vlue on 2022-12-31), including upvotes (1) and comments (0), was merged into this suggestion.
Just please no invisibility
A Rogue/Archer class would be good. Something with a limited high cooldown invisible, backstab attack and access to the ranged non magic weapons. I'd also take away the Ranged Weapons from Clerics and Warriors and give them all to this Rogue class.
Archer/Ranger would work great here given the theme and setting for the game, and since there's already a rapid-firing mage I think imagine a somewhat slower ranged class would be a good option.Also, not sure why the Archer/Ranger request is full of comments about a Rogue type character, just go make a new request and post those there.
No invisibility (But maybe something like personal fog, Where you are hidden from map)Critical hit is a circle but does extra damage by default so it's harder to hit but stronger
Hey y'all, being new to the game and all of the beautiful eco-system the devs have created, I wanted to suggest a class idea.
I have created this long image listing every details about the classes. Let me know if you would change anything as this is a suggestion for everybody, not only the dev team!
"[Feature] Nightblade class" (suggested by inosuke on 2023-01-23), including upvotes (1) and comments (0), was merged into this suggestion.
Addition to the suggestion, since I’m sure they would need more abilities, here is a couple: a stealth ability that makes em harder to see (not invis, but like semi-transparent). A grappling hook that allows them to climb some things. Pocket sand to blind the enemy temporarily. The ability to do the little “finisher” move that warriors and clerics can do, but at a slightly higher enemy health.
Definitely no invisibility. If there has to be some form of invisibility, limit it to camouflage when hiding in foliage.
a light crowd control/support that more focuses on debuffing enemies and buffing allies.
Quarterstaff as a melee weapon which has long reach but less damage than the other melee. Other weapon is a flower that shoots pollen bombs which explode in a small aoe doing minor damage.
a few possible spells:
Thorn shield - give a targeted ally some armor and any time they take damage from a weapon attack for the next 15 seconds they reflect low damage to the attacker.
Bramble patch - medium aoe on the ground that slows enemies and does a small amount of damage every second
Water blast - does medium damage in a cone, the damage falls off quickly from further away. Puts out fires on siege equipments.
Spirit hunter - send out a wolf spirit to chase a targeted enemy and do medium damage, the next ally to hit the enemy deals a small amount of bonus damage.
Vine grasp - Send out a vine that moves through the ground similarly to the ignition spell, if an enemy is hit by it they are rooted(
I feel like this game's playstyle would make a necromancer spell feel fantastic. Summon 1, 2, 3, and 4 skeletons respectively for each level of the spell and give it to wizards.
"[Feature] Add Necromancer" (suggested by Vola on 2023-01-27), including upvotes (1) and comments (0), was merged into this suggestion.
A rogue class would definitely be ideal to be more mobile and sneaky during the clashes of battle, with a focus on range. stealth and speed. An assassin of sorts utilizing natural camouflages or smoke bombs, gas etc. would impact sieges immensely, almost like a forward force of lighter infantry in that regard as the warriors and their supports proceed.Various Daggers, perhaps poisonous ones. Throwing Knives and incendiaries of sorts could complement them well.
Seems like a sweaty tryhards paradise. As is wizards are broken enough. No need for a apex legends style class.
i dont think this game needs a new class just yet, and especially no rogues even tho i enjoy them, it draws away from the teamplay aspect... cant wait to have 3 rogues in my squad sitting somewhere in stealth waiting for an ambush.. maybe expand the classes into that direction and limit it to spellsa necromancer on the other hand.. to make use of fallen warriors on the battleground would be awesome.. hehe
Add an engineer class. Here is how he would go and how it would add to the game:
The engineer, in short is a class dedicated to structures above all else. He would be a support similar to the cleric but instead of healing or portals and the like he is completely dedicated to structures. His abilities would include “upgrade kits” for different structures. So, he would be able to upgrade some structures but not all depending on the load out. These upgrades can range from upgrading the ram into a drill which causes it to push itself, or add an engine to the siege tower. Make the defensive platforms immune to mage spells and resistant to catapult. His weapon would be a musket with a bayonet attached. It would act as both a melee and ranged. The musket would do a good chunk of damage but you’d have to reload every time. The melee would work the same as other classes except he can’t block, only parry. I’d love to say more but I ran out of space so just let me know what else you wanna hear
"[Feature] Add a sapper/engineer type class" (suggested by Colton on 2022-10-02), including upvotes (5) and comments (0), was merged into this suggestion.
Here me out!, I know Rogue is more important than this but I love necromancer and I think this class will fit perfectly in this game, here's my idea;
Not a range class focus, more like a support/summoner (since there are bots already this shouldn't be that hard) same hp as cleric, can use melee and shield and staff
-skills/spells examples; (change numbers for balance)
*Undead army; summon 3 skeletons warriors around the caster, with melee attacks, 300 hp (damage and hp scales with level, they move as players but can't sprint, they attack any enemies on sight, if no enemies around they will move forward in the lane and hit doors when they reach them, cooldown starts until all them are destroyed (can't capture positions)
*Pestilence, AOE Spells that DOT and slows enemies 20%, last 4-5 secs
*zombie trap, AOE spell, when an enemy step, 3 zombies will rise and attack, slow and low damage but high HP, dont chase far
*Ress enemy, as skeleton warrior, preventing cleric ress
"Necromancer class" (suggested by Blue on 2023-02-05), including upvotes (1) and comments (0), was merged into this suggestion.
I suggested necromancer but engineer would be very nice too!
Yeah I think even allowing some kind of station building would be good. An AOE "reload" station where players standing near have reduced cooldown on crossbows or something
Necromancer with 4 skeletons i say yes ! ! ♥
gente na guerra medival existia assassino ? oq realmente falta e um mosquete e uma lança, e uma finalização para mago
Here's the thing, in this game making a mistake can be death because you can get stagger locked. Having a class that specializes in stealth guaranteeing they get the first hit can mean the fight is over before it started, the whole game would have to change for stealth to work."somewhat slower (firing?) ranged class would be a good option" It is called cover shot warrior, it already exists and probably performs a little too well.Removing ranged weapons from warrior/cleric, warrior has a cover shot ability and subclass dedicated to it already, removing ranged weapons would make both of these worthless. As for cleric, yes cleric can melee but in general melee vs a warrior is death for a cleric and most clerics will not melee to get kills/assists unless they outnumber the opponent since their damage is much lower and their block much worse, then with a decent mage knocking you around constantly if you try to get near them you would have no way to fight them whatsoever.
A unique melee Archetype with access to supportive abilities for real team play (not just barrier) would really help elevate the melee combat.
The Guardian has more base health than the warrior, but lacks in power; Guardian cannot be instant rezzed by any means either. Manual revives work just fine. The Guardian moves slower than other classes, and has two massive shields, one in each arm.
Because of the character limit, here is a quick few skills.
-Choose a target in melee range. If ally, throw them a large horizontal distance with a slight angle upwards. If enemy, throw them straight up in a stagger, forcing them to take fall damage.
-Throw both shields in front of yourself, with the shields emitting aura. Allies shooting through the expanded area slightly deal more damage, while enemies shooting through deal less. Guardian can still fire his secondary while the shields are down but cannot melee. The shields can be picked up, or come back after the durati
Adding a class would be ok, but stealth mechanics have no place in the game the way that it is designed. Fog is one thing, because there are counters. TTK is too short to justify a "real" stealth mechanic.
Persistent summons would be gross in this kind of game. A few skills could be necro themed and make a fun class, but the absence of mindless "creeps" is a positive. Don't add them.
the game should have a berserker class similar to happy wars. The class should be primarily focused on offense rather than defense. Berserker should have two melee weapons instead of warrior having sword and shield.
It would be nice to see a saboteur/tactician that focuses on strategy and tricks to support the team.
While on offense:
- Plants charges on gates for high structural damage (and player damage to anyone immediately behind gate)
- Concealing squamates from map visibility
- Grappling hook (Slower alternate to ladders, locations away from ladders but hidden, usable by allies)
- Sabotages defense turrets so they break and damage users
- Disinformation with enemy maps (appearing as numerous players to draw defenders to the wrong area)
While on defense:
- Plants charges on enemy siege equipment
- Caltrops to slow down enemies
- Enhances fire pots and ballista
- Adds reinforcement or traps to gates
- Disinformation with enemy maps (appearing as numerous players to dissuade attackers)
A few other ideas for items/abilities:
- Smokebombs (like fog)
- Snaketraps (like crows/fire effect)
- Mirror (Blinds/blurs enemy vision)
- Ziplines/Secret passages (between lanes)
I thought about this class at length as well.main weapon can be bow/crossbow/throwing weaponcan make the ammo count unlimmited and balance the damage that way. varrying attack speeds based on weapon.secondary melee weapons would be: daggers/ shortsword Skills can include: snare trap.(AoE slow, like an oil slick- can interact with mages fire if you wanna get fancy), root trap(like some kind of bear trap), a Rain of arrows( a aoe damage ranged spell), a Piercing shot( a projectile that can penetrate block), a smoke bomb ( can give the rogue a speed boost after use), a Fire arrow or explosive arrow( some siege damage skill application), you can give them a poison coating buff for their melee Weapons. ( can make dispel on clerics more desirable)a flurry skill which will perform a series of melee attacks infront of them quickly,you can get creative. I like the idea of a rogue being a pretty high ceiling class in terms of skill due to its projectiles being a good source of dmg
Also they can be called ranger or bandit instead of a rogue.Definately dont need stealth in this game but their movement should not be hindered while aiming heavily. This will keep them mobile and allow them to search for headshots and isolate targets at ranged. The smokebomb ability above will allow them to be slippery without putting out any kind of ridiculous damage to anyone who gets close(crystal defender) or they utilize their traps.with a class like that not having the same kind of kit as a mage their baseline attack damage should be a tad higher due to the nature of the kit.
Interested in a agile class. Maybe not stealth. Give them double jumps or dodges.. or jump and dodge in air. Something~
We already have classes that can use crossbows. Though many would suggest elven ranger. I think it would be kind of redundant, given not much functional difference in skill use with a bow and a crossbow. And could just add longbows as its on weapon type.
I think Elven Druid would be different enough. They could also use bows, and probably some other weapon types such as a quarterstaff.
Temporary transform skills that change thier two basic attacks for a duration.
Skills that use roots and vines of plants to obstruct or entrap an area.
Some healing spells, and maybe some rain spells to put out fires
As this game really really needs more classes and weapons. I think a dwarven berserker class would be good addition.
Class could use a battle axe, or dual wield hammers that he can throw as its secondary weapon
Thinking class that can bolster itself with temporary self buffs, and run into the thicket. With low defense but medium high HP. Damaging leaps on a flat plane as a gap closer. Thinking its self buffs can have charges, but have long cooldown once they're all used, to assimilate the rage they go into tires them out after battles are over, and also gives them a period where they are vulnerable and can be taken out so they cant be out being lone wolves all the time and have to rely on thier team to cover them while they recover.
Since they're dwarfs, they could have access to grenades, or something like pouring a tankard out to work as a slick on the ground , and throw large rocks as abilities.
I was going to suggest something along the lines.Was thinking of a saboteur sort of class. Low HP, but agile. The only class that can double jump and dodge., but more or less about same speed as say a wizard.Could use skills that obstruct visibility, temporarily make thier move speed faster. Uses close range weapons like daggers.Skills like able to trap a mounted seige weapon to destroy itself if it becomes manned. Smoke bombs, Grappling Hook to circumvent needing to build ladders but only works for them, and can be easier destroyed than a ladder. Skill that can issue a bleed status on enemies. Different skills that can put toxins on thier weapon such as one that just does a dot debuff, and another that slows enemies. Of course these need to successfully hit an enemy as in do damage to them for it to work, so it wouldnt work if it hits a shield and loses the debuff effect off the weapon.
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