Posted April 18, 2020
I can never play a good game, without musing over how it could be even better than it already is. The classes are one key area in MM7 where some tweaks would not only make things more convenient, but more importantly, do so in a way that would open more strategic possibility in how to create your party (rather than just give us the opportunity to simply be more powerful, some nerfs would get thrown in too).
Tweaks I'd make:
DRUID: Gets GM in elemental and self magic schools at Great Druid or Warlock tier. Nerf their weapon proficiencies down to what was the norm for the Sorcerer. Even consider making them into the only class with NO armor skill.
MONK: Becomes in effect what the Paladin was meant to be in MM6. Gets GM in self schools at top promotion tier, but with limited SP, and takes a really big nerf to HP. Good at Meditation skill to expand limited SP, and can eventually GM (they are Monks, after all!).
PALADIN: Replaced with new class, Barbarian. High proficiency with weapons, with GM in Axe and Armsmaster. High HP. Eventually gets GM in Dodging!
ARCHER: Refocus on armor over weapons, while changing name from "Archer" to something like "Battlemage". Less weapon focus, but gets Plate Armor. GM elemental at top promotion.
RANGER: Becomes the GM Bow class. Also become the only class apart from Cleric and Sorcerer to get GM Light/Dark at final promotion. Finally we can break outside the Cleric and Sorcerer box. Surely some other tweaks as well.
KNIGHT/THIEF/SORCERER/CLERIC: Don't know what specific tweaks to make with these ones yet.
I'd love to hear people's thoughts, if anyone has ever entertained a similar thought experiment. :)
Tweaks I'd make:
DRUID: Gets GM in elemental and self magic schools at Great Druid or Warlock tier. Nerf their weapon proficiencies down to what was the norm for the Sorcerer. Even consider making them into the only class with NO armor skill.
MONK: Becomes in effect what the Paladin was meant to be in MM6. Gets GM in self schools at top promotion tier, but with limited SP, and takes a really big nerf to HP. Good at Meditation skill to expand limited SP, and can eventually GM (they are Monks, after all!).
PALADIN: Replaced with new class, Barbarian. High proficiency with weapons, with GM in Axe and Armsmaster. High HP. Eventually gets GM in Dodging!
ARCHER: Refocus on armor over weapons, while changing name from "Archer" to something like "Battlemage". Less weapon focus, but gets Plate Armor. GM elemental at top promotion.
RANGER: Becomes the GM Bow class. Also become the only class apart from Cleric and Sorcerer to get GM Light/Dark at final promotion. Finally we can break outside the Cleric and Sorcerer box. Surely some other tweaks as well.
KNIGHT/THIEF/SORCERER/CLERIC: Don't know what specific tweaks to make with these ones yet.
I'd love to hear people's thoughts, if anyone has ever entertained a similar thought experiment. :)
Post edited April 19, 2020 by jermungand