Monsters and Memories (Project_N) - Old School Indie MMO

bolok

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Hybrid woes aside. SK as it was had a pretty clear class fantasy, that a lot of people were into. Edgy boi and undead bro with spooky necro powers and a big 2h that's gonna cower your ass into running away while they beat you down.

New version may or may not be cool, we'll have to see. But even if it is, people are still gonna want the former. I know i was most looking forward to making a troll SK with the old design. Now ehh, I guess i don't have to be angsty about trolls being available anytime soon. Moody batman bluemage doesn't really fill the same vibe at all.
 
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uniqueuser

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The EQ hybrid designs, even in EQ itself, were lazy and uninspired. I get to play a watered-down warrior with half-level spells? Much fantasy, such wow!

1/3rd of this game’s classes were that and even less. Any changes to make them more distinct will be an improvement.
 
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uniqueuser

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It’d be cool to get the background info on how many of these changes were in the works and how they may have played a role in Nick’s departure
I hadn’t followed the development of this game until recently, but my impression of Nick was that he was the guy who was sorta just along for the ride, his contributions seemed to be aimless tinkering and it wouldn’t surprise me if that’s a large part of the reason class design up to this point has been little more than a mishmash of mechanics cribbed directly from EQ and classic WoW.
 
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TomServo

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I hadn’t followed the development of this game until recently, but my impression of Nick was that he was the guy who was sorta just along for the ride, his contributions seemed to be aimless tinkering and it wouldn’t surprise me if that’s a large part of the reason class design up to this point has been little more than a mishmash of mechanics cribbed directly from EQ and classic WoW.
Nick was an aimless half wit. Dude fucked shit up.
 

Sylas

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god damn what a fucking shit show.

only changes that look even mildly interesting is the spell blade now
 
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Quaid

Trump's Staff
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The EQ hybrid designs, even in EQ itself, were lazy and uninspired. I get to play a watered-down warrior with half-level spells? Much fantasy, such wow!

1/3rd of this game’s classes were that and even less. Any changes to make them more distinct will be an improvement.

Yeah the only thing that's gotten backs up regarding the class updates is the SK change.

Divorcing SK from their inherently 'evil' nature simplifies faction concerns and gives more options when it comes to city layout and quest design.

Changing it was a good call for the reasons you gave too, but they should probably change the name of the class. It feels a bit like they're trying to have their cake and eat it too - attract the EQ nostalgic SK player, but deliver a gameplay and class fantasy experience that isn't all that similar to EQ at all.
 

Grim1

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Shadow knight tears are tasty

Maybe this game just isn’t for them, bruh
The only reason I had any interest in this game was to play an old school SK. I''ll try the new changes during the next free play session but I'm very doubtful that I will have any interest in the class. There is nothing else about this game that I think is worth the price so probably will be skipping it.

Glad you enjoy losing more potential subs in a game that is going to need every one of them.
 
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Siliconemelons

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Yeah the only thing that's gotten backs up regarding the class updates is the SK change.

Divorcing SK from their inherently 'evil' nature simplifies faction concerns and gives more options when it comes to city layout and quest design.

Changing it was a good call for the reasons you gave too, but they should probably change the name of the class. It feels a bit like they're trying to have their cake and eat it too - attract the EQ nostalgic SK player, but deliver a gameplay and class fantasy experience that isn't all that similar to EQ at all.

Right...it should not be a /Shadow Knight/ - Dark KNight, Death Knight, Blood Knight, Reaver, etc. etc.

Here I fed AI the description from the website removing the name and asking them to name it:

It did a lot of "thinking" and while it did so, it connected the lines to blue mage a lot and a variant form of beastmaster roles... never did it go "This is a SK/DK/Knight" etc.

The move from /they use darkness to fight evil/ is fine, moving them more into the Knight than the Shadow - and that is how I always RP'ed my SK/DK etc. anyhow - but the mechanical and thematic shift to monster hunter really is stepping completely out from practically ANYTHING "SK" and into a new class.

Essence Reaver


This is the perfect fantasy MMO class name for the described monster-hunter antihero.


Why it fits the identity and lore​


An Essence Reaver is a cursed, morally gray outcast who hunts the most dangerous monsters not just with steel or spells, but by violently ripping out their raw essence (life force, monstrous power, primal abilities) and making it their own. They started as hunters but became something darker—part monster themselves—shunned by polite society yet feared and respected by those who need the biggest threats slain. The antihero vibe is baked in: every fight risks further corruption, but the power is addictive and necessary.


How the mechanics map perfectly​


  • Drains, transfers, and debilitating effects: Core kit revolves around short-range, fast-casting siphons—rip life/mana/energy from a monster and either keep it or transfer it (self-heals, temporary buffs, or even debuff “echoes” that weaken the target further). Think rapid-fire essence lashes, blood boils that transfer debuffs, or “Essence Feedback” that returns damage as a DoT while slowing or silencing.
  • Collectable abilities from monster encounters: This is the defining fantasy hook. Defeating certain monsters (world bosses, rare elites, event creatures) lets you permanently “reave” one of their signature abilities into your personal arsenal. Kill a frost giant → unlock a chilling grip chain. Slay a shadow dragon → gain a void-step teleport + drain. These are not random; you choose which essence to claim, creating a living “monster deck” you customize.
  • Depth, upgrades, and scaling across the level range: Massive progression depth. Early game you have basic drains and a couple starter essences. Mid-to-late game you unlock essence-specific talent trees (Dragon Essence → fire/strength scaling; Undead Essence → life-drain and curse upgrades; Aberration Essence → chaotic debuff transfers). Essences can be upgraded, fused, or specialized (e.g., turn a basic drain into an AoE transfer or a single-target nuke). Full scaling from level 1–60/70/whatever cap with new passive bonuses, ultimate abilities, and even cosmetic “corruption” visual tiers.
  • Fast-casting, short-range abilities: Pure agile spellblade fantasy—no long-range bows or staff sniping. You fight in melee or very close range with daggers, claws, essence whips, or ritual blades. Abilities have sub-1-second cast times, low cooldowns, and high mobility (dashes, blinks, or “essence surges” that reposition while draining). Feels like a high-skill rogue + warlock hybrid that rewards aggressive positioning and combo chains.

Essence Reaver stands out in an MMO because it’s instantly evocative, mechanically unique (the collectable monster-ability system becomes a huge identity and endgame chase), and perfectly captures that “I hunt monsters… by becoming one” antihero fantasy. It would look killer on a character select screen next to Demon Hunter, Death Knight, or Blood Hunter types, but with its own fresh twist.


If the devs ever added transmog sets styled after the monsters you’ve reaved the most, players would lose their minds. This class would print highlight reels.
 

Kithani

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This game isn’t EQ, we have an EQ emu for whatever era you’re obsessed with.

They’ve clearly been taking their own spin on stuff and some it I haven’t liked either. Wood Elf Shaman, Troll Druid, Ogre “Elementalist” (aka Ogre Magician… which I’m glad they’re finally actually fixing to be more distinct than copy/paste EQ).

I wonder if they took this direction from the beginning I wonder if SK would share its “starting area” with Necros
 
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Grim1

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That's fine. They can make any game they want. But the bait and switch doesn't work for me. I liked the idea of playing an old school SK in new areas.

Playing an emu is boring. Been there and did everything in those zones already. Why the fuck would I want to go back. That's for retards.

Anyways, it's disappointing but not that big a deal for me. I wasn't sure this game had legs anyways, and now their changes make it easy to move on.
 

Quaid

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This game isn’t EQ, we have an EQ emu for whatever era you’re obsessed with.

They’ve clearly been taking their own spin on stuff and some it I haven’t liked either. Wood Elf Shaman, Troll Druid, Ogre “Elementalist” (aka Ogre Magician… which I’m glad they’re finally actually fixing to be more distinct than copy/paste EQ).

I wonder if they took this direction from the beginning I wonder if SK would share its “starting area” with Necros

Ya agreed.

They already don't frame Necromancers as inherently 'evil'. I bet no future cities get designed with 'evil class' areas or trainers, because that faction layer just won't exist.

Class based faction never made much sense to me outside of accounting for the existence of SKs anyway. It should be defined by race/religion, like Clerics in Classic EQ.
 

Pasteton

Vyemm Raider
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You’ll be happy to know then that Shawn said exactly that on stream yesterday, that faction will be defined by race and religion, and not class