Then I got to thinking about the new classes in gameplay terms. I've tried a number of them by now and the same feeling arose each time (except for
miscreant which clearly got pampered): almost all of them are functionally worse than their predecessors, or have some crucial design flaw that makes a seemingly better class work out worse. Almost every time I made a character since this change, I'd end up going "no, not this one, either."
I tried an
infiltrator, but it's really just a poor man's assassin. On a class that clearly needs to use backstab, the addition of all four weapon skills is nearly meaningless aside from some fringe defensive purposes. And are you really going to train up chopping and slashing? Losing master sneak, hide, scan and poisoning is not a worthwhile exchange. It feels really bad to play this class after having played several skilled assassins in the past.
I tried a
raider, but it struck me that it wasn't particularly different from ranger/protector or warrior with a wilderness subclass. Having to branch disarm from kick means it's pretty much a skill you don't get unless you sacrifice your subclass just to start with it, and that feels like shit. Sneak, hide and scan capped too low to be of any real value, so it's mostly just a warrior minus disarm plus the same advanced ride that you can get from a million subclasses. Master archery was cute but seems to cap at the lowest level of master, which makes a surprisingly big difference and isn't that much better than warrior archery was. I'd rather have played a ranger.
I tried a
scout and
stalker. Both are vastly inferior to ranger, obviously. They have no redeeming qualities over their old parent class. The same goes for all the crafting classes, because while they've been given a few utility skills that the merchant didn't have, you don't get any serious use out of them. What are you really supposed to do with one journeyman weapon skill, or middling steal and peek? You don't play these classes to use those skills, they cap too low to be safe and they have no synergy with the roles that crafting classes are meant for. Always felt way worse than merchant. There's no heavy crafting class that gets anything I would take over the merchant's master scan, listen, bandage and ride, plus every crafting skill in the game except pickmaking. If I really wanted advanced sneak and hide on a crafter, I'd take one of the several subclasses that give it. Moving custom crafting into a specialized subclass with an opportunity cost (i.e. it has no actual skills) really highlights how much worse it is to play a crafter now.
I wanted to try an
enforcer, but the prospect of having to branch backstab/sap from mid-advanced weapon skills was a huge turn-off, as was the idea of sacrificing the subclass just to start with one of those skills.
Enforcer has tons of potential, but branching that potential from a weapon skill is simply incorrect design. Like
raiders,
enforcers also branch disarm from a skill that's nearly impossible to raise high enough, in this case bash. Low advanced sneak and hide is in no way reliable on a class clearly meant to facilitate murder, because if you ever try to depend on stealth at that level in a situation where failure is a disaster, your character will not be a success. Backstab and sap are skills that go hand in hand with proper stealth, not subclass-level stealth.
Soldier is just a pointless class. It's basically
fighter except your combat skills cap at advanced, and in exchange for this you get some worthless crafting skills.
Fighter is pretty much the same as warrior except the special weapon skills are no longer available, and while those were difficult to make real use of, it was still something exciting and interesting to aim for. Look at
fighter branching. They don't branch anything cool at all.
And then of course you have all these wishy-washy classes like
laborer and
adventurer that aren't good at anything that anybody ever cared about.
Most of these new classes are perfectly playable. Only a few of them are truly bad.
Miscreant is even a huge upgrade over its two parent classes. But time and time again, I'd think up a character concept, consider which class to pick, and come to the realization that one of the old classes would have been much better suited, or that fixing the new class I wanted to try meant playing a character that effectively had no subclass. It really wore away on my motivation. It made me feel like the game had lost something, even though it technically gained a lot with the new classes.
In the end, I lost the excitement of coming up with new character concepts. They just stopped appearing in my mind the way they always had all on their own. I'd lose a character and instead of having my next one already written up in advance and raring to go, I'd wait a week to see if I could come up with something. Then a week became two weeks and a month and so on. I wonder if that isn't what has been happening to others, too.
I think people expected more of the new classes. I did, too. I predicted something new and novel, not variations and splits of the old classes. Only a couple of them have something truly novel (master backstab/sap on
enforcer, and the
miscreant master smorgesbord of every utility skill in the game) while the rest are basically weaker and less focused versions of what we used to have. It may have made sense from a design perspective, and would if this were a new game coming out twenty years ago. But for a game whose players have been around for years, sometimes decades, with a very close bond with the old guilds, I think it's fair to have expected something more ambitious with this overhaul.
Many of the new classes feel like they have elements that stem either from developer ignorance or from a deliberate effort to make them look better than they are. I'm looking at this lineup and thinking that the people who designed them must either not have a clue how the code really works in practice, or they knew that so many skills are nearly worthless pre-master and still littered classes with advanced levels just to pad out the selection. I'm not seeing the result of someone's well-researched desire to create a robust and appealing pool of classes. They either didn't know enough to accomplish that or they meant not to. I mean, come on: sub-par sneak and hide on a class called
infiltrator?We're in 2019 and we're still looking at an old-fashioned rigid class system in a roleplaying-intensive game. How many other RPIs have done that? Did this practice not go out of fashion in the heydays of Harshlands and Shadows of Isildur? Is this truly the most realistic representation of an individual's skillset? I feel like Armageddon had this excellent opportunity to make a critically overdue change to character creation, and they missed the mark so much that they barely moved forwards. It's a sidegrade, one that's a little more expansive but ultimately not really better. Those of you who have played Harshlands, SoI, Atonement, Parallel, Haven etc., did you ever wish that those games had Armageddon's class system instead? Have you ever even heard anybody express that opinion?
I suspect that a lot of people felt that way, but couldn't say so on the GDB because it's dangerous to call out the emperor's lack of clothes, and now we're seeing the results of a playerbase that clung to hope of a new future for character design but found a half-arsed expansion of what was already there. I think a lot of players realized that if this is the best that two years of coder work can accomplish, after all the hype and hope, then it's just not good enough. It could have been so much more, and should have.