Forums » Off-Topic and Casual Chatter

MMO DESIGN SERIES- Class interdependence

    • 178 posts
    August 14, 2017 11:57 AM PDT

    class interdependence:
    class interdependence is probably the most easy to implement mechanic which is completely ignored by developers in modern MMOs, and as such it requires a topic of its own.
    in modern MMOs each class get buffs and abilities for personal use, which make self sufficient egoistical builds, which is counterproductive to class interdependence.

    the solution is to give each class role buff or debuff desired by another class role, but which have minimal impact on own build.
    these are examples of how it can be done, the numbers are negotiable. there are more class roles that these but you got the general idea;

    tank_A: "For Honor!" buff which increase in-combat caster resource (mana) regeneration.
    tank_B: "For victory!" buff that increase critical chance of healing spells relatively to casting time (instant =0%, 3 sec cast = 15%).

    heal_A(heals): "Divine guidance" buff that increase critical chance of physical attacks from flanks. (flanks=5%, behind=10%)
    heal_B(hots): "Flow of nature" buff that increase critical chance of magical attacks relatively to casting time (instant =0%, 3 sec cast = 15%).

    CC_A(physic): "sleight of hand" buff that transfers some of the threat from melee flanked attacks to close ally (3m radius).
    CC_B(magic): "smoke and mirrors" buff that reduce healing aggro relatively to casting time (instant =0%, 3 sec cast = 15%)

    DPS_A(physic): "clarity of mind": buff that increase caster resource pool (flat amount).
    DPS_B(magic): "Elemental endurance" buff that increase hit points pool (% of the max HP pool).

    this way the sum of the party will be higher than combining the individuals, because each class will enhance another class, and each class will actively seek another class in party.
    players will be happy to have another player in party and the social aspect of the game will be enhanced by "personal greed" rather than limited by it in a standard MMO.

    the healer will not get stronger because he can crit more from flanks, but his friend assasin will be thankful for the buff.
    on his own the assasin doesn't get much from transfering his threat to... nobody, but if he is with his tank friend, then they both are happy, the tank who get extra threat can relax a bit, because he knows that the mobs will not run to the healer on his first crit.

     

    • 10 posts
    August 16, 2017 11:29 AM PDT

    I have mixed feelings on this.  I don't really like the idea of a warrior being able to buff the mana of a healer.  I do like the idea of shouts though. I think it would be better to have some sort of buffs like the following:

     

    • Non-Magic Tank:
      • "War Cry!" : Bolster main attack stat of party.
      • "Rally Cry!": Bolster resist mind-affecting (fear, charm, mez).
      • "Dig In!"    : Bolster party defese
    • Faith-Tank:
      • "Prayer of Fortitude" : Bolster STA of party (Indirect HP buff).
      • "Prayer of Focus"      : Bolster Mana/Endurance pool (Endurance being a pysical analogy to mana)
    • Rouge-DPS
      • "Concentration: Items"  : Bolster the drop rate of rare items
      • "Concentration: Gold"    : Bolster the drop rate of gold
    • Ranger-DPS
      • "Awaremess"     : Bolster dectect hidden enemy
      • "Refelxes"         : Bolster party dodge trap

    The above examples help differenciate types of Tanks/DPS which is important becuase there is a good reason to have a MT paladin vs an MT warrior or to bring a ranger vs a rogue (as an example). Second, the party buff is related to the class and not just a clumsy thing thrown in and give to all Tank, DPS, Healer. Finally, it removes magical abilites from classes that have no buisness casting magic.