Board Thread:General Discussion/@comment-28140663-20160627062120

A new series where I talk about what I expect in certain aspects of a suggestion, whether it be maps or bosses, class elements or gamemode requirements, etc.

Today we'll be talking about how to make a good main role Fighter class.

First of all, you need to know what a fighter class is and what subrole you want to go with it. A fighter class is based on the click combo, so stray away from spammable skills in favor for self buffs, staggers, and clicking a lot.

Subroles should generally be fitting towards the class. Don't make it a subrole Hexer just because that doesn't exist yet!

Click combos of a Fighter class should generally be fast, have high range, deal tons of damage, or stun a lot in order to give their click the advantage over their enemy's click. A fighter with a weak click doesn't deserve to exist. Try to look at examples like Mechanic and Spectre, and see that clicks don't have to passively be strong.

Passive is a big part of the Fighter playstyle. You don't ever want to copy an existing passive, you'll get yelled at. A lot. A good passive for a fighter is generally one that focuses on the click combo or the E ability, most favorably the stats.

E abilties are utilities, as per usual. For main fighters, an E is used for defense and offense, to give fighters a balanced strength in all aspects. (ex. All the main role fighters!)

Z abilties are low cooldown and low mana. For fighters, they should generally be the only ranged or support skill at hand. However, make the range, damage, and cooldown reasonable, understand that Z is not the star, LMB is.

X is generally any normal skill you prefer, as long as its fitting for a normal skill and to the class.

C might be a buff or such, just know that LMB is still the star.

V has to be exciting, it should still be an ultimate finishing attack. Incorporate whatever, go crazy, make it unique and feel like an ultimate attack.

Fighters should be simple and easy to understand classes. If your fighter is tough to play, either you did it wrong, it is underpowered, or isn't a fighter main role.

Don't be afraid to add in debuffs and buffs, those are what give fighters the potential they need to succeed.

Remember it isn't called the click combo for no reason. Make sure it is easy to string together and deadly like real combos. 