Hero’s Journey Class Design Revealed

Designer Stephanie Shaver shares her thoughts on some of the classes of the upcoming MMORPG, Hero’s Journey.

Some gamers just like to stick with one class, and some wants to confuse everyone else by taking on many roles. Hero’s Journey won’t take away the roles you are happy with, but it will also give you new things to try in case you get tired of your role.

Shaver explained: “Our design structure for all the classes assigns a primary and secondary role of Melee, Control-Ranged, or Control-Support to each one. All the classes in this set are Melee primary, which means that most of their abilities require them to be within striking range of an enemy.”

Warrior (Melee/Melee)
Of course, what’s a melee combat without warriors? They dominate the battle scene, in case you have not noticed. Shaver says that while Wizards and Necromancers may have the advantage of distance, going toe-to-toe with a Warrior would be huge a mistake, which gives us an idea on how powerful these warriors are. Abilities like Charge close that distance quickly while Cyclone and Gut Punch simultaneously suck the endurance out of their opponents. You don’t wanna mess with the warriors.

Gearknight (Melee/Control-Ranged)
Gearknights are the chief defenders of the Gearsmiths. They serve as distractions to keep weaker units from vanishing from the battlefields. They have the ability to draw and suck down damage. “Gearknights have turned defense into an artform. Gearknights also get a few ranged abilities (useful for drawing out or drawing away enemies), and gadgets like caltrops, grappling hooks, and mortars.”

Rogue (Melee/Control-Support)
This class had found its way in the game because the developers are self-confessed rogueaphiles. Rogues strike fast and hard, so what’s not to like? Their abilities were developed out of generations of subterfuge, double-talk, and trickery. “Rogues have a rich history of using shadow magic and refined poisons. They time their strikes and pick their battles. Ghosts on the field, you never quite know when one will pop up, but youÂ’ll feel it when the knife punches into your side and makes you an emergency kidney donor.”

Designer Stephanie Shaver shares her thoughts on some of the classes of the upcoming MMORPG, Hero’s Journey.

Some gamers just like to stick with one class, and some wants to confuse everyone else by taking on many roles. Hero’s Journey won’t take away the roles you are happy with, but it will also give you new things to try in case you get tired of your role.

Shaver explained: “Our design structure for all the classes assigns a primary and secondary role of Melee, Control-Ranged, or Control-Support to each one. All the classes in this set are Melee primary, which means that most of their abilities require them to be within striking range of an enemy.”

Warrior (Melee/Melee)
Of course, what’s a melee combat without warriors? They dominate the battle scene, in case you have not noticed. Shaver says that while Wizards and Necromancers may have the advantage of distance, going toe-to-toe with a Warrior would be huge a mistake, which gives us an idea on how powerful these warriors are. Abilities like Charge close that distance quickly while Cyclone and Gut Punch simultaneously suck the endurance out of their opponents. You don’t wanna mess with the warriors.

Gearknight (Melee/Control-Ranged)
Gearknights are the chief defenders of the Gearsmiths. They serve as distractions to keep weaker units from vanishing from the battlefields. They have the ability to draw and suck down damage. “Gearknights have turned defense into an artform. Gearknights also get a few ranged abilities (useful for drawing out or drawing away enemies), and gadgets like caltrops, grappling hooks, and mortars.”

Rogue (Melee/Control-Support)
This class had found its way in the game because the developers are self-confessed rogueaphiles. Rogues strike fast and hard, so what’s not to like? Their abilities were developed out of generations of subterfuge, double-talk, and trickery. “Rogues have a rich history of using shadow magic and refined poisons. They time their strikes and pick their battles. Ghosts on the field, you never quite know when one will pop up, but youÂ’ll feel it when the knife punches into your side and makes you an emergency kidney donor.”

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