Board Thread:General Discussion/@comment-28140663-20160628163113

The most important yet. This is your to-go guide to polish all class suggestions and make sure it's not terrible, without being a formatting or rule ripoff.

Class Element

This is a vital element in your class. Do not use elements that are obviously unable to put up a fight or not even related to fighting. Elements should also be reasonable, don't put explosions because that'll lag the game a lot. Examples of bad element choosing : computer, furniture, love. Examples of good element choosing : lightsaber, arrows, rock. Try not to use existing elements in the game, either. Colors apparently also count as deadly, if you word it correctly.

Description

The description of a class is different than a class's biography. You should never include their gender or age and should be extremely vague on any other info. The description is where you explain your class, not where you tell a story. Bad example : Sandy 'Smith' is a 11 year old girl who fights people with a hammer. Good example : Mercenary uses a binary sword to wipe out enemies with haste.

Class Roles

I'm working on a series that will tell you what your class is, or how you can make certain classes. You should always do research on class roles before you make that class, so if you want to make a Rusher main role class, I advise you use other existing Rushers as an example.

Balancing

Of course class suggestions want to be balanced, unless its a joke class. First of all, speed should always be passively 0.9, if your class has a passive speed bonus it is probably not doing it right. Other stats should be 1 or for tanks, 0.9 atk. Damage info should always be spread out like this : 4-8 damage, 6-9 stun, 3 studs of knockback. If your class just says something like "does 10 damage" or "hits many times" it won't be as perfect and polished as you want it to be. Remember that debuffs should be short and weak, if your class sets defense to 0 and lasts 60 seconds, you obviously aren't doing something right. This also applies to buffs. Cooldowns should be well thought through, just thinking a few extra seconds can make the difference between a polished class and a bad one. Try to keep skills within a small description, skills with a very long description probably aren't doing it right either.

Parenthesis

I always see these get misused in order to point out obvious facts or for absolutely no reason. Parenthesis should be used in order to highlight important stats that wouldn't be included in the game due to using too much space. Never put parenthesis in the title of your suggestion, let the readers find out themselves.

Passives

The passive is something that should be passively active or doesn't have to be activated with the press of a button from the user and is instead activated elsewise. Bad passives are direct stat upgrades with no criteria or downside involved, existing ones, or passives that aren't even passives. Good passives are generally unique, balanced, and true to the class role. Bad example : For a Rusher, Unbreakable armor : obsidian armor but it doesn't lose defense when you get hit and can be toggled with a button. Good example : For a Tank, Draining : 20% of click combo damage dealt becomes health.

E Abilities

This is probably a common mistake, and many people keep using this slot as a damage source as if trying to copy Trooper and Vulca. This is used for Utility < < < see that utility. Unless your class happens to be a Mage with a gun, then it should always be used as a utility. At least make it a stance to get ready to deal damage, rather than actually just dealing damage the moment you press it. Try not to copy existing Es either, if you have issues and want to copy, put your own twist, as Renegade and Major both give a speed bonus for less defense but they are still different.

Z Abilities

Commonly mixed up with E, people try to use this for utility, which isn't wrong but isn't polished if it could've been moved to E. Z should be reserved for low cooldown and low mana damage/support skills that aren't utility and generally have range or are buffs.

X/C Abilities

Actually, there isn't much to talk about these except to make sure they are balanced, true to the class and role, and just fitting overall to the Strife atmosphere and such.

V Abilities

The only time the Very Long Description rule is dropped is here. Try to go crazy with V, and make sure it isn't something stupid like "For 30 seconds, anyone you run into instantly dies" Make it sound cool instead of making it sound like Tag or some other minigame. V 'Ultimates' are serious skills and should deal tons of damage, stun, and knockback while still being balanced. V abilities should generally have long cooldowns and cost about 50 mana. 