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So you want to be a Tank, well then you look for the race with the highest Stamina/Strength combo and that is your race. Same for Ranger=Agility, Caster=intel, so on. When is a MMO going to make all stats apply for all classes with meaning? For example, intel for a tank could increase how often a tank parries or blocks as it is better able to identify tactics or fighting style, or maybe reduce the amount of damage taken over the time of a fight as it learns how to defend. Caster's could have strength = less chance for spell interruption, agility=faster casting, and so on.
Even within each stat, the player could dictate how they want to apply it. Intel for a caster could be broken down into more mana/more crits (player has to chose) agility could be faster casting/more combos, Stamina>lesser coolowns/greater hit rate. Whatever the breakdowns, I would love to see more in depth builds of my toon. Strength for a Tank could be better main hand/offhand/Shield dmg. Willpower for a Ranger could be pet control/resists/buffs. All classes should have a unique way to play them, not just a small variance within the same ability set.
I would very much enjoy being able to build my toon to how I like to play and have each race offer a unique benefit to playing them. Do all nukers need to be Gnomes? Makes it kinda boring and gives a feeling of being pigeon holed. If I want a fast combo/AE Assasin I should be able to build one. It would add so much to both PvE and PvP as certain classes could help in different ways.
There are so many ways to add diversification. DoTs/DD/AEs/Buffs/Range/Crits/CC/resists are just some of the areas that every class should be able to build accoring to playing style. If I want a tank that does AEs because I like taking on groups of lower lvls over atacking one solo mob that is higher level, give me that option.
Also, make each area of skill have secondary benefits, for example: Poisons=Dots, Fire = AE, Water = CC, Earth = Defensive. Or for Melee Swords = Dots, Hammers = debuff, Axes=AE, Spear = DD. If my Tank wants to build Axe/fire/AE build he is going to be an AE god, but suffer against high level solo mobs, if my tank builds a Hammer/earth/buff build he is going to be one hard SOB to kill. On top of that make 2Hand have double the bonus as one hand vs duel wield having the diversification of two lesser abilities, while Shields can also be of varying benefits. All these variances can be done for every class.
In the end, I just hate picking a Race/Class at the start knowing that there is going to be very little variance in what I can become from that point forward.
Comments
I honestly never cared about that sort of stuff lol! I just played whatever race I wanted, whatever profession I wanted and if players didn't like it, then tough ti**ies. Did it result in some of my characters being gimped? yep. Did I care? nope. I think you might be making to big a deal of this to be honest. I'm sure about 80% of actual players don't honestly care. It's only those that are looking to be the "uberest of them all" that actually pay attention to this.
Nice description, I think an in depth system like this would be fun for a character build, although a potential nightmare to balance.
I'd like to earn skill points, and allocate my skill points as I chose.
To some degree I agree with what you say. However, I believe that the class system is ok. Generally it is NOT difficult to know what to expect when you choose a class. If I choose a "Warrior" it is unlikely that , no matter the game, I will be shooting balls of fire from my eyes. However, In todays MIn/Maxing gaming enviornment I do not like the fact that certain races are required for certain classes. i.e "A human Thief?!?...no way man, we want a goblin thief"
Torrential
Torrential: DAOC (Pendragon)
Awned: World of Warcraft (Lothar)
Torren: Warhammer Online (Praag)
I think balance gets cried about far too often when the point should be maximizing fun. For me "pet classes" tend to be over powered, but I hate playing them as it becomes so "rinse and repeat". I think balance in this system would be easier in fact, because no matter how you like to play, you can build in a way that offers groups and PvP a different skill set to have to contend with. Imagine a tank that has a defensive build, but grows offensively the longer the battle last (say a skill from high stamina). A very different tactical game plan would be needed to over come him than a Tank that is a high DPS guy that tires due to low stamina.
Also, groups with 3 tanks would not be nerfed by redundant skills. A Buff/DPS tank would be a nice compliment to a Defensive/resist tank.
The balance needs to come from making true differences between skills, instead of the typical meatshield/healbot/dps class assignments.
when everything stops being so combat focused rather than being focused on a world (where combat is a part of it) i will again enjoy MMOs
when will there be diversification? when game devs stop cloning WoW or Lineage2.
ppl claiming for next gen should be shoot as they rise.
make a UO 2008 style and then we will have a game worth 1 minute of our lives.
Shadowbane has a system like that. There are an insane amount of differnt ways to build your characters.
DAOC for casters at least had it where Intel was for mana pool and damage, and Dexterity was for casting speed.
For melee strength was for damage and dexterity was for evasion and blocking. On top of that there was a charisma stat for all the bards/minstrels/skalds (the music classes) as well as Piety for the priests/ healers and the god oriented midgard realm where the casters were tied to gods and got damage/mana boosts from piety. I guess it was their way to represent how in touch you were with your deity.
No required quests! And if I decide I want to be an assassin-cartographer-dancer-pastry chef who lives only to stalk and kill interior decorators, then that's who I want to be, even if it takes me four years to max all the skills and everyone else thinks I'm freaking nuts. -Madimorga-
Ragnarok Online has a nice stat system. Strength is melee damage and allows you to carry more stuff. Dexterity raises accuracy for melee, raises accuracy and damage for ranged physical attacks, and reduces casting speed for casters. Intelligence increases your mana pool, magic attack damage, and your mana recovery rate (mana recovery is even nice for spamming skills with melee classes). Agility raises dodge rate, melee attack speed, and reduces the cast delay in between casts. Luck increases chances for critical strikes with melee and increases a stat called perfect dodge (a dodge rating that is a flat %).
I know this isn't extremely diverse (if anything it's the standard) but compared to WoW where you don't even get to pump your own stats, it's much more appealing.