Class Design Update
The following message has been posted by Jahaar on our Discord. In the future, we’ll be transitioning more of these discussions to our own forums, so that more of you can take part in the conversation and be informed as updates are made. We realize not everyone uses Discord.
A Look at Our Class Design Goals
We've been doing a thorough review of all classes, and wanted to share what we're working toward.
We're sharing this early because we want you to have visibility into our direction, though we are still hammering out the details. Some of this will shift during implementation, testing, and tuning, so treat it as a genuine look at our intent rather than a firm commitment on every detail.
Our goals for every class:
Bring clear value to groups and be genuinely fun to play
Have a distinct identity, even when sharing a theme with another class (cleric and paladin, druid and ranger, and so on)
Feel familiar to genre conventions, while having a unique flavor in Monsters & Memories
Stay true to what you expect from the class, even where mechanics shift
Offer meaningful progression and milestones across the full 1-60 journey
Beyond individual classes, we're also looking at where ability overlap is muddying roles and identities (too many classes with pets, too many crowd control options, etc.), and making sure every class has genuine strengths and weaknesses that reward grouping with others.
A few things worth knowing as we go into the class-by-class detail: class design is inherently subjective, and there's rarely one right answer. We have a direction we're confident in for each class, but we want your feedback, especially on whether a proposed treatment fits the class fantasy and how you feel we might improve it during implementation.
Alongside the class updates, we're also continuing to tune and improve the game systems that feed directly into how classes feel to play. That includes health and mana regeneration, resist rates, shield effectiveness, character stats, time-to-kill on enemies, and lull and charm mechanics. These systems are tightly connected to classes, combat, and NPCs, and getting them right is just as much a part of the work as the class changes themselves.
We'll be sharing class-by-class breakdowns, with changes ranging from small tweaks to more substantial refreshes depending on the class. We're working toward having this in good shape for Early Access, so the window for bigger changes is limited, but we're excited to share this update with you.You can find the updated class overviews on our website here: Classes