Definitely agree. Only recently started playing the game. Got to level 60 Druid before multiclassing came out. Barely had a grasp of the game as it was, & just as I began to understand the nuances of fighting against the different classes, the novice ability to strategize & anticipate actions from other players went out the window.
saved fulglor aegis and kuma for end of wipe lost fulglor with triple dreamwalk wizards and phantomise lost kuma and aegis to triple warlocks with chain treant. 10/10 end of the wipe will never save stuff again
Multiclassing seems like an interesting concept. It would be fun to be able mix some things from a different class and see what you can create. The problem occurs when ppl min-max it, and DaD having PvP makes it so things can be unfun when said min-maxing occurs. Although that already occurs with the base classes, so im not really against it happening as well with multiclassing. I would agree that the current state of multiclassing is rough. But i dont agree that not providing a solution to be an appropriate response. Personnally would suggest that only a combination of 2 skills and/or perks equipped from anything other than the base class to be a limit. Hell maybe they tweak the base classes labelling so each class falls into caster, half caster or martial, and would need need a perk to enable the usage of skills/perks from the other category, effectively limiting what you could choose as options. A system like that, or even more complex one, could work to reduce min-maxing with multiclassing. At the very least, im curious to see multiclassing return in a new form. This run of it does likely have more ppl seeing multiclassing for the first time since the game has gone F2P. So hopefully some constructive criticsm for ppl with less overall experience with the game can provide some more insight compared to vets that already have an idea of what the game should be. With the additions of the skins, DaD seems to be more and more like DnD, so i am excited for what could possibly become their version of multiclassing.
I kind of disagree that multiclassing changes the game to a "more optimization focus". Currently if you want to do well in solos, you have to cap your MS. So the game is already far beyond the point where you must focus on optimization. And as you said, what multiclassing does do that can be detrimental (if implemented as a core feature) is remove the ability to discern what you're fighting. Usually if you see a guy wearing plate with a mace, then you know it's probably a Cleric. But with multiclassing you wouldn't know if it's a Cleric that can also cast fireball.
@Zombiesbum I totally agree with your move speed example, and I'd argue that the move speed meta also is objectively bad for the game's health. I think the process of optimizing a build is a lot of fun, and healthy for any game. There's that invisible line though where it stops being fun and becomes an obligation instead. Not sure where that line is but multiclass is definitely way over it 🤣
its actually fucking cheeks multiclassing in this game BUT, I tried poison tipped arrows on my ranger it got me thinking itd be a great fucking subclass
We already had this conversation last time they experimented with multi classing and as fun as it can be at times it just totally destroys any and all class identities and roles
You brought up 2 good reasons for why they brought it back. Mine was I hoped they just wanted to give free players a chance to play around with more class stuff without having to lose their progress or get a quick look at what perks/skills people thought were broken
Totally. Subclasses that add more to the base class identity rather than taking away would be amazing. Things like "fighter-mage" could still emerge out of that, but if it's done in a way that adds new abilities and identity to the subclass rather than just haphazardly taking a core component of the wizard and giving it to the fighter, I think it would be a big win
I think something like the tri class system could work like rogue fighter barb, lock, wizard cleric, etc where you can only get one thing from that group. Thay way its still the melee vs ranged flavor
100% We already have some subclasses organically developing. Everyone knows what is meant by "paladin cleric" even though that's not an official subclass. If suddenly Cleric was given a choice between a Paladin and Priest subclass, no one would bat an eye, and if anything the cleric's class identity would become even more intricate and engaging
While I get the concept and philosophy of multiclassing, the problem with it is almost immediately the diversity and uniqueness it provides is immediately thrown out the window when the "best" overall metas are formed (landmine barb, dreamwalk flame walker warlock, uberbuff druid, etc). While to an extent this happens with the base game, it'll always be harder to be an all round better class/build than everyone else due to soft countering that distinct class differences brings naturally. Obviously skill is a huge factor too but with multiclassing it's literally ONLY down to skill and reaction, game knowledge and game sense take a super hard backseat unlike non-multiclassing where game knowledge and sense are almost MORE important than mechanical skill. I just don't think DND should ever be multiclass in the main game. I'm ok with it being a post-season week long "LTM" style thing but I wish they'd stop trying to pretend it's good for the game. It damn near killed the game last time it was implemented in base.
@@yeayea115 I think if it can be an optional event for us to just mess around with in the future, it's a solid way to blow off steam with goofy builds still down the road
I hate to disagree, I think this is such an AMAZING addition to the game. Maybe because I am new but this just feels like such a sick way of making more unique builds
@@innerg_92 Disagreement is great! We should all respectfully disagree like this more often. The internet would be a better place. The consensus I've often heard from veterans is that the multiclass system is bad for new players. I'm not a veteran but also no longer brand new, so to hear your perspective that it's an enjoyable experience is great for me.
unfortunately it's objectively shit killed the game before might be fun for people who got their rolls and god tier builds but for some don't even get their perks they wanted so their forced to fight people with meta op builds with shit ones terrible design hope they remove mc and never bring it back
@@Rekatan I have been having fun trying to find interesting mechanics to build around personally, and would love to see it balanced a bit and fine tuned to actually work for more than the couple main builds being ran.
A possible remedy is having penalties to multiclassing, such as the old 10% weapon dmg reduction on weapons mastery. I think it would balance out if mutliclassing gave up a perk slot.
i think a limited time gamemode would be cool little end of season event for example randomised perks, skills and weapons/armor would be like a fun thing for a bit after the season ends when it doesnt really matter what you do
Haha I love the early days of a game when devs are just trying anything and everything to see what sticks. I also wouldn't make this kind of video about a game at that stage though. Now, DaD has some proper roots, so there's room for this kind of analysis.
it could become a core feature if it was in a diferrent gamemode, so If you want to have fun doing random things (because no everyone just like to copy the best build but to just mess around) you could play multiclass but if you want the normal game we all are here for you could
Absolutely, if they separate it out into a different game mode then the player count will speak for itself. Maybe people end up loving multiclass and 90% migrate to that game mode. My money's that it'd be the other way around though. As long as Dark and Darker maintains its population, there's room for both.
A interesting take on something I have no dog in the fight on. I haven't played Magic and I don't play Dark and Darker. What I really find interesting is listening to someone with knowledge on a game and having actual reasonable critiques on the subject. Thanks for trying something different :D
It's the best analysis of the multiclass system I've heard and I completely agree. You described the feeling I have since the day of the change - the class diversity just disappeared. I'm having a temporary fun with some random builds, but I feel I get bored quicker than normally.
I could see it being a core part of the game, although with alot of balancing involved, probabaly something along the lines of only one secondary class and reduced effectivness of abilities/perks
Hahaha challenge accepted. The algorithm will have an aneurysm if I make two mtg related videos in a row, but after a few "regular" videos, I'll mix it up with a video on this topic :P
The moment you get burnt alive by a move speed Warlock with Phantomize & Dreamwalk & Flame Walker & Debuff Duration Bonus, you understand why this can never ever be a core feature in the game
@@jei6529 I'm right there with ya. I got bis gear I'm not even gonna run because id rather it go to the void than see some ass hat druid rogue or demon fighter two tap me
Multiclass sucks . Can’t wait for the wipe . I think the DaD devs are just friends with the dungeonborne devs cuz they’re basically passing us to the crew like some groupie chick
multiclassing is only fun with friends and no gear imo. solos just isnt fun with landmine barbarians and 75/75 pdr mdr tanks that are still fast etc etc. and gear makes multiclassing even wose because you can get ridiculously strong by building into some crazy synergies, making gear diffs a much bigger problem.
Ah that's a good perspective I hadn't considered, duos and trios can get a lot more longevity out of the event vs solo. I could see that being genuinely fun for a bit as an optional event. I think the biggest thing is it shouldn't replace the core DaD experience. If it was an optional, occasional event no one would mind
I think as long as we get a heads up next time, it's not the end of the world if they keep doing it as a rare event. It just means some of us will take a break during that span
500hrs on DnD and will not be remotely touching this game till multiclass is removed cuz wtf thats cringe asf and meant for sole losers aka sgf apparently
On one hand I imagine the vets can push the system further since they know all of the classes better. On the other hand I bet it gets boring even faster as a result
Great job in there, some fun learning the ways of the newest patch. Keeping the content fresh. I like it! Excellent use of speeding up the chase there, fun music to pair it with too.
@@Ram21s Thanks! I had a lotta fun with that editing (when lightworks wasn't freezing up 🤣). The last couple of patches have really shaken things up. Ironmace definitely isn't afraid to keep things interesting!