Faceless_Sentinel wrote: ↑
December 19th, 2024, 16:33
Kalarion wrote: ↑
December 19th, 2024, 16:00
I think we're talking past each other. I'll post more on this later if you'd like. But the TLDR is, you keep talking about being satisfied that the mechanics of each class - that is, how they're played, what buttons get pressed - being different. What we're talking about is wanting to be satisfied with the function of each class - that is, what each class does, either uniquely or best (edit: with a heavy preference for "uniquely") - being different.
I will wait for examples.
I understand what you are talking about, but I don't see how this can be done in mmo rpg, in single player or coop RPG yes, but in mmo rpg I have big doubts.
I gave some examples with EQ like classes concerning the Druid/Cleric and how their healing was better or worse depending on the types of classes they healed. I think that is kind of the point here.
Clerics used to hate healing me as a monk. Their complete heal was amazing, but it was a long cast and overkill for the type of tanking a monk does. They could do it ok, but were certainly not ideal due to a sudden spike of damage that would take the monk down and the time to get the complete heal in wasn't enough time before average damage took out the rest.
A druid on the other hand had faster cast heals and heals over time. They could alternate between those to catch a spike, and the regens would catch up healing with the avoidance streaks of the monk.
Contrast that with a Warrior a warrior who evenly mitigated damage on a consistent scale, with larger HP pools, but because the druids heals were less powerful, they got no gains from misses and so it would drain their mana faster just as the cleric would run out of mana faster due to all of the excessive over healing trying to keep up with the monk.
Other classes like the shaman balanced this out with things like slows to compensate, but again... how well the healer did was dependent on the class they were healing and the damage that was being done.
Monks were often used in raids as "Rampage" tanks because they avoided a lot of the damage and required less consistent healing because of it.
All of these concepts of play are layered niches in design and focus which allow classes to be shine in different situations, but also be limited in others.
This is a dynamic the system you describe does not have. Its every class can heal, tank, or DPS equally, but just "different" and it is the "equality" of that design that defeats the entire point of the play I think we are trying to communicate here. (at least that is how I am seeing it)
TLDR:
A class should not be equal to another like class (Healer vs Healer), they should be better or worse dependent on various factors that determine their strengths and weaknesses in order to create variations and depths of play. This means... some will be great at some things and suck at others (ie the kid can't have all the toys).
Edit:
Is is also why "muh class balance" focus has been the number one killer IMO of game play mechanics as it concerns multiplayer games. You don't balance a class to class, you balance a class to content for their specific purpose and focus, but unfortunately many gamers can't accept the concept of "Well, I suck at that, but I am good at this".