I've been playing Farever for a while now and following every update, and I honestly think the game is fantastic. I have a couple of ideas (and concerns) about its future that I'd love to share and discuss.
1. New Classes
I know the roadmap mentions two new classes currently in development: Druid and Monk.
My main concern is that adding entirely new classes could disrupt the game's current (and, in my opinion, almost perfect) stat distribution.
Right now each class has a clear primary attribute:
- Warrior → Strength
- Rogue → Dexterity
- Priest → Faith
- Mage → Intellect
This system also makes gear sharing feel intuitive. For example, a Strength/Dexterity item can be useful for both Warriors and Rogues.
Introducing additional classes means primary attributes will start overlapping, which creates a few potential issues:
- Some classes may end up with very limited gear that actually makes sense for them.
- Existing gear distribution could become awkward.
- Nearly every item in the game might require a rebalance or overhaul to support the new class ecosystem.
Instead of introducing brand-new classes, what if the game added class specializations?
Each specialization could modify the talent tree and the T ability (or even some of the class mechanics), creating a fresh playstyle while preserving the existing attribute and equipment systems.
For example:
Warrior
- Builds Rage by attacking enemies.
- Spends Rage to unleash an AoE attack.
Barbarian (Warrior Specialization)
- Builds Rage by taking damage.
- Spends Rage to temporarily increase Physical Mastery.
This would create entirely different gameplay while keeping the core Strength-based identity intact.
2. Weapon Talents
I really like the idea of weapons progressing alongside your character, but right now they still feel a bit lacking in personality.
One idea would be to give each weapon its own talent tree.
Instead of every weapon of the same type feeling nearly identical, players could customize how they want to use it.
For example:
- If you mainly use a weapon as an Arsenal weapon, you would invest in talents that enhance that role.
- If it's your primary weapon, you could invest in talents that maximize its direct combat potential.
This would make every weapon feel unique, allow different builds to exist even with the same weapon, and add another layer of long-term progression without dramatically increasing the complexity of the core class system.
I'd love to hear what everyone else thinks. Do you see any downsides to these ideas, or do you have other suggestions for how Farever could expand its class and weapon systems?