It's exciting to see the class reveals for the Healers, Melee DPS and Tanks. One trend I have noticed is that there is a builder and spender core mechanic that is universally allotted to all classes in some capacity.
A Builder/Spender Core Mechanic is were you have a resource of some kind to build up towards to unlock gated abilities or to dump resources at the start to certain abilities then to just build it back up again. I am not considering mana/stamina used, as if that is already a given for a resource for classes. (I know there will be different colors of mana as well to be used)
This has been a popular design choice for Blizzard in most of their class design, specifically their melee classes. And, it seems as if this choice for core mechanics will be distributed among all classes in Pantheon. I would assume, since the Caster DPS classes have yet to be revealed.
What I am expressing is that it seems there are different approaches to this Builder/Spender core mechanic for each class. The Monk's Chakra's and opening different gates come to mind.
This discussion is about a few things...
1. Do you as a player like a Builder/Spender of Resources for a core mechanic?
2. Should a Builder/Spender core mechanic be universally distributed to all classes?
3. Why do you think Pantheon's class design is going towards this route of design?
Comments
1. Yes, I think a Builder/Spender should be a core mechanic, and it can be fun depending on the thematic lore component of the class.
2. No. I think a Builder/Spender mechanic should be for certain classes, but not all. I think there are other avenues a designer can explore to achieve different thematic and immersive play styles for a class.
3. I honestly, believe that Pantheon is taking this approach for 2 reasons. A: It's easier to develop and potentially balance. B: Most mmo players now, have and/or will come from WoW. So this type of gameplay will be familiar with most players.
One thing that annoys me, though, is giving the same mechanic a different name for each class. If I see this named 'Chakra' for one class, I'd expect all classes to call it 'Chakra'. There's no need for a dozen names for Hit Points.
Logic, my dear, merely enables one to be wrong with great authority.
I rather farm for +spell dmg gear and spam fireball ad nauseam than repeat the monotonous cycle over and over again.
And then, instead of taking in the game as a whole, I am just watching a progress bar. Maybe that can't be avoided. If I had an idea of my own I would share it.
But I see little difference, challenge-wise, between Fireball Fireball Fireball Fireball and Builder Builder Builder Fireball. Other than that one forces your eyes to monitor a progress bar and one does not.
I'm not arguing in favor of spam. I am just wishing there was a way I could better watch and participate in the fight as a whole on my screen, and not just some little buttons.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
I have been designing classes for quite sometime. So far, only 1 class is using a specific class base builder/spender mechanic.
There are different, unique and immersive ways to achieve core mechanics for class design. The issue is, development and development resources to get it done.
And everything is built around that one idea, ZZZzzzzz
Warrior has to press BIFF and POW before he can use KABOOM!
Druid has to press WIND and RAIN before she can press STORM!
ROGUE has to press CUT and STAB before he can press CUT THROAT!
And so on. I'm sure the exact effects and their animations are different, and that's nice, but the core paradigm is unchanged.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests