http://www.swordofthenewworld.com/
I've been dinking around in this games open beta for a few days now. First off, it's basically Lineage II. It looks like it. It plays like it. The UI is even pretty damn similiar.
However, it does have its uniqueness. You don't play a character, you play a Family. You're allowed to have control over up to 3 different characters, through a term they call Multi Character Control(MCC.) Now, MCC sounds like it would make this game harder, but it's pretty simple. You're not really controlling 3 different characters, but one unit made up of 3 different(or the same) classes. Basically customizing a single character to have multiple functions. It also has a bonus where if one is KO'd, they'll get back up with half HP and no SP after a set amount of time(based off level, I'm assuming,) or until they're resuscitated by another character. SP being this games MP/Rage/Mana/whatever. It's rebuilt through normal attacks, items, or abilities that add regeneration to it. True death only happens when all three are knocked out, which is pretty rare early on. There is no get back up timer in that event. You must be revived by another Family, or go back to your starter point.
There are 5 classes, Elementalist(Nuker/weak ranged attacker,) Fighter(Melee/Tank,) Musketeer(Ranged attacker,) Scout(Melee/Healer) and Wizard(Buff/Debuffer/Weak melee.) However, each class also has a different set of skills, based on what weapons you have equipped, called Stances. Some stances work with the same weapons equipped, such as Low Guard being Sword and Shield, but focusing more on offense, and High Guard being sword and shield, but focusing more on defense through increased block rates.
Fighter has the most stances, since they have a wide variety of weapons they can equip. Swords, Sabers, Main Gouches, Rapiers, Pistols, Two Hand Swords Shields and Polearms. As well as combine weapons, such as Two Swords, One Sword and One Pistol, a Rapier and a Main Gouche. Scouts can only equip daggers, be it single or dual. Musketeers can equip Matchlock Rifles and Pistols(Single or Akimbo style.) Elementalists weapons are bracelets, the type determines which elemental stance they're going to use, with the exception of their final stance, which has abilities of all 3 elements(Fire, Ice, Lightning.) Wizards equip rods, they use Kinetic and Mind magic. Not sure which does what, haven't messed with that class yet. The more you use stances and their abilities, they increase in levels, resulting in more powerful attacks, or longer/stronger buffs/debuffs.
Ofcourse, being the main tanking class, Warriors natively have Provoke. Unlike your usual Provoke/Taunt, this is an area ability, affecting up to 8 enemies. It also has a slight drawback, in that it increases all enemies under the influences strike power by +10%. However, since they're also enraged at their target, their defense also falls. As it levels up, the strike power increase stays the same, but the defense decrease goes up and the effect lasts longer. Theres no point not to spam this if you have SP and don't need to use any special attacks, as it's a handy ability, because you will be swarmed constantly.
Scouts, when unarmed, automatically cast Healing as it's needed. If they're armed, you have to do it manually. They do get some pretty wicked special attacks though, so it's your call. But if you make a squad(a party with other families,) and they have a healing bot scout, you can arm yours and cast manually if needed.
You don't need to fill your teams spots with any set classes. But variety is pretty useful. A team of Musketeers/Elementalists will rape. But rape in the sense of a Marathon runner plowing through glass plates. You'll get hurt. You'll have downtime. A balanced team is more like a steamroller. Slow, cumbersome, but sturdy. Zero to little downtime required to restore HP. You can literally AFK with a healing bot Scout in a party early on, and just rake in levels.
All in all, like the title states. It's your generic Korean MMO, where the focus is on slaughter monster after monster after monster. It does break things up with monster hunting missions. Those boil down to "Kill X Number of the same monster," get a reward for doing so. Usually an EXP Card(Think Miratete's Memoires.) And quests that provide stance books, items, Vis(the currency) and exp cards as well. But the MCC system is really unique, and I hope that more MMOs use a similiar feature in future games, it really adds a touch of fun to the monotony of the Korean MMO design.
I've been dinking around in this games open beta for a few days now. First off, it's basically Lineage II. It looks like it. It plays like it. The UI is even pretty damn similiar.
However, it does have its uniqueness. You don't play a character, you play a Family. You're allowed to have control over up to 3 different characters, through a term they call Multi Character Control(MCC.) Now, MCC sounds like it would make this game harder, but it's pretty simple. You're not really controlling 3 different characters, but one unit made up of 3 different(or the same) classes. Basically customizing a single character to have multiple functions. It also has a bonus where if one is KO'd, they'll get back up with half HP and no SP after a set amount of time(based off level, I'm assuming,) or until they're resuscitated by another character. SP being this games MP/Rage/Mana/whatever. It's rebuilt through normal attacks, items, or abilities that add regeneration to it. True death only happens when all three are knocked out, which is pretty rare early on. There is no get back up timer in that event. You must be revived by another Family, or go back to your starter point.
There are 5 classes, Elementalist(Nuker/weak ranged attacker,) Fighter(Melee/Tank,) Musketeer(Ranged attacker,) Scout(Melee/Healer) and Wizard(Buff/Debuffer/Weak melee.) However, each class also has a different set of skills, based on what weapons you have equipped, called Stances. Some stances work with the same weapons equipped, such as Low Guard being Sword and Shield, but focusing more on offense, and High Guard being sword and shield, but focusing more on defense through increased block rates.
Fighter has the most stances, since they have a wide variety of weapons they can equip. Swords, Sabers, Main Gouches, Rapiers, Pistols, Two Hand Swords Shields and Polearms. As well as combine weapons, such as Two Swords, One Sword and One Pistol, a Rapier and a Main Gouche. Scouts can only equip daggers, be it single or dual. Musketeers can equip Matchlock Rifles and Pistols(Single or Akimbo style.) Elementalists weapons are bracelets, the type determines which elemental stance they're going to use, with the exception of their final stance, which has abilities of all 3 elements(Fire, Ice, Lightning.) Wizards equip rods, they use Kinetic and Mind magic. Not sure which does what, haven't messed with that class yet. The more you use stances and their abilities, they increase in levels, resulting in more powerful attacks, or longer/stronger buffs/debuffs.
Ofcourse, being the main tanking class, Warriors natively have Provoke. Unlike your usual Provoke/Taunt, this is an area ability, affecting up to 8 enemies. It also has a slight drawback, in that it increases all enemies under the influences strike power by +10%. However, since they're also enraged at their target, their defense also falls. As it levels up, the strike power increase stays the same, but the defense decrease goes up and the effect lasts longer. Theres no point not to spam this if you have SP and don't need to use any special attacks, as it's a handy ability, because you will be swarmed constantly.
Scouts, when unarmed, automatically cast Healing as it's needed. If they're armed, you have to do it manually. They do get some pretty wicked special attacks though, so it's your call. But if you make a squad(a party with other families,) and they have a healing bot scout, you can arm yours and cast manually if needed.
You don't need to fill your teams spots with any set classes. But variety is pretty useful. A team of Musketeers/Elementalists will rape. But rape in the sense of a Marathon runner plowing through glass plates. You'll get hurt. You'll have downtime. A balanced team is more like a steamroller. Slow, cumbersome, but sturdy. Zero to little downtime required to restore HP. You can literally AFK with a healing bot Scout in a party early on, and just rake in levels.
All in all, like the title states. It's your generic Korean MMO, where the focus is on slaughter monster after monster after monster. It does break things up with monster hunting missions. Those boil down to "Kill X Number of the same monster," get a reward for doing so. Usually an EXP Card(Think Miratete's Memoires.) And quests that provide stance books, items, Vis(the currency) and exp cards as well. But the MCC system is really unique, and I hope that more MMOs use a similiar feature in future games, it really adds a touch of fun to the monotony of the Korean MMO design.
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