Soullike third-person shooter Remnant 2 will feature a completely redesigned class system. Especially in order to explain to the players what exactly has been changed, the developers have published this guide. If you are waiting for the sequel, then we suggest that you read the text below.
Content
Introduction
One of the main features of Remnant 2 will be a completely redesigned class system. In the first part of the game, classes were distinguished by starting equipment, which allowed them to choose one or another style of play from the very beginning of the adventure. As the game progressed, all equipment eventually became available to any character, regardless of the class chosen at the beginning – it was only necessary to buy or find the right things.
In Remnant 2, the choice made at the beginning will matter!
Each class still has its own arsenal, which includes a distinctive set of armor, three unique weapons, and a special talent. However, each class now has two new features: class techniques and skills! They open as you gain experience and increase the level of the class.
Yes, you heard right. Each class will get their own, unique development path, which provides exclusive opportunities that are not available to other classes! We will now explain what this means.
Let’s start with class techniques
Players will have access to 5 types of techniques: “Basis”, “Fight”, “Squad”, “Help” and “Relic”.
Foundation-type techniques reflect the unique traits of a class and generally provide benefits that other classes and items do not have. The importance of these techniques will become clear as we go into more detail about each class.
The purpose of the Combat techniques is easy to guess from their name: they help increase the damage dealt by the character, and their effectiveness grows along with the class level. For some, these techniques give an increase in ranged and melee damage, for others they speed up the charging of the modifier or even increase the damage of skills (we will talk more about skills later).
Squad-type techniques affect all allies, whether you’re playing alone or in a group. Such techniques, for example, can increase the amount of ammo, increase the healing of allies, or even the defense of the entire squad. Each such technique is unique and slightly simplifies the battle with enemies, and also helps allies when playing together.
The “Help” type includes techniques that make the gameplay more comfortable. As a rule, this is a small increase that goes well with the rest of the features of a particular class. For example, if the gameplay of a class is based on running and dodging, such techniques can reduce stamina consumption.
Techniques of the “Relic” type give a temporary effect, which begins to operate after the use of the relic (Dragonheart). These buffs can often turn the tide of battle, but are limited by how many Relic stacks you have. For combat classes, these techniques increase damage, and for support classes, they help to heal and buff allies more efficiently, and so on. Use the relic for buffs, but don’t forget that it is the main source of healing!
As experience is gained, class techniques will become more powerful. However, this is not the only thing that will become available to you when you level up!
Let’s talk about class skills
Class skills are special abilities that are only available to one class. That is, unlike modifiers from the first part of the game, which usually added an alternative shooting mode and could be inserted into different weapons, class skills are available only to specific classes. This means that if you need a special healing skill of one of the classes, you will have to use this particular class.
The second important feature of class skills is that they use a cooldown, while modifiers require charging. Because skills provide powerful buffs, auras, and even pure damage or healing, we’ve limited their duration. Try to use them at the right time!
And don’t worry, modifiers are still in the game!
Did we already say that each class can choose one of three skills? You got it right! Each class can only have one class skill available at a time, but out of combat, you can switch between unlocked skills with absolute freedom! Getting ready for a tough boss fight? Try to choose a defensive skill. Or maybe it’s better to bet on the attack? You decide!
A little about class talents
The class talent system will not be something new for you, but in Remnant 2 it plays a much more important role. Each class still has a unique talent. “That’s how it was in the first part!” you say, and you will be right. However, that’s not all!
First, talents are now tied to classes.
Secondly, when you level up a class, you automatically get +1 to the corresponding talent. You no longer have to spend your hard-earned points on them! And in Remnant 2, this is really important, because the total number of talent points is limited. You will no longer be able to develop all talents to the maximum level. We’ll have to decide which ones are needed, and which ones are better to refuse. The choice is yours! That’s why it’s so great to get the maximum level of a class talent for free (at the maximum level of a class)!
Third, when your class reaches max level, the class talent is unlocked and can be used by any class. The only condition is that if it is used by a class that it does not belong to, you will have to spend talent points on it. Imagine you’re playing a support class with a talent that increases healing. Once you reach the maximum level of this class, you can use this talent on a fighter character, but not for free. Of course, the combat-class talent isn’t going anywhere!
Opening classes
And now you probably want to ask: “What should I do now, play all the time with the class that I chose at the beginning?”. Let’s answer briefly: “Of course not, because this is Remnant!”. The choice of class only affects the style of play at the beginning of the journey. In Remnant, you can change weapons, armor, mods, rings, and more… Of course, you can also change your class. What’s the catch? This right must first be earned.
At the beginning of the game, you will choose the class you are interested in, but this will not prevent you from opening all the others. To play as a different class, you don’t even have to start the game again: as soon as you unlock a new class, you can immediately switch to it! You can upgrade the first class to level 7, then open a new class and immediately select it! Of course, you’ll have to level up a new class to take advantage of their techniques, skills, and class talents… but you have a choice.
Classes can be unlocked in a variety of ways, but players will have to find them themselves.
Why is it necessary to rework classes?
After the release of the first part of the game, we received a lot of meaningful feedback from the players. A lot of people wanted classes to be more than just a starter set of gear. We agreed with them and set out to develop a system that would reflect the main features of Remnant: the ability to collect equipment and level up, get a fair reward for your efforts, explore and satisfy your thirst for discovery. That is why we couldn’t (that is, didn’t want to) tie the players to the class chosen at the beginning. Moreover, we have provided really nice rewards for the most diligent players.
In addition, gaining new techniques and class skills should make you want to try new development options. We hope that as you unlock new class elements, you’ll want to sort through your existing gear and see how it interacts with the new item.
Dual class
We are sure that the players who have read up to this point, whether they are newbies or fans of the first part, have learned a lot of interesting things … But we have one last element of the class system in store, which we hope will blow your mind.
Two words: Double, Classes.
Yes that’s right. Dual classes. two classes at the same time. Twice as many techniques, skills and talents.
As you travel, you will unlock the ability to combine any two classes and create a combination we call a “multiclass”. The resulting character will inherit all the techniques, skills, and both talents that the two different classes had. The only exception is the “Basic” category, which we talked about earlier: the multiclass gets the main technique that belonged to the class from the first (main) slot; in this case, the class in the second cell will lose access to its main technique. Also, class skills in the main slot will be enhanced. Strengthening can be to increase efficiency, gain additional charges, speed up recovery, and so on.
Thus, a multiclass obtained with a combination of FIGHTER (main slot) + SUPPORT will be different from a multiclass SUPPORT (main slot) + FIGHTER, even if the same classes were used. In the first case, the class of a fighter with the appropriate technique will be the main one. And since he will also receive enhanced skills, you can confidently expect increased damage from him.
In the second case, the support class with a different active technique will be dominant. The resulting multi-class will also receive enhanced skills and become a more effective support character.
Each combination of two classes will have its own name. The name of the active vehicle will be added to this name as a prefix.
Main technique of (unnamed) fighter class: “Cruel”. Main technique of (unnamed) support class: “Reliable”. (Unnamed) Fighter Class + (Unnamed) Support Class: Brutal Guard.*(Unnamed) Support Class + (Unnamed) Fighter Class: Trusted Guard.*
NOTE: All names are for illustration purposes only.
Each multiclass (combination of two classes) will have its own name. It will be automatically supplemented with a prefix — the name of the main vehicle of the main class. Thanks to this system, each combination will have its own name, but players will be able to easily determine the role of any multiclass and understand what classes it consists of.
Outcome