Why have different classes at all if their all designed primarily with
DPS (DPS = damage per second) in mind? And on the flip side of DPS you
have tanking, which is just kind of similar except the idea is that you
build a tank type of character to be the first person to walk into a
room full of bad guys and let the high health and damage resistance just
absorb most of the damage so that the tanks softer buddies don't have
to.
This is a real problem throughout the whole RPG genre, RPGs for as long as I can remember just get boring really quickly I just think it makes for a fairly uninteresting and unfun gameplay experience because once you've figured out the winning combination of tanking plus DPS you've already won 95% of the game and then it's just grinding for loot and the next boss fight.
Allow me to list a few examples of games which I feel got class distinction right
Trine 1 (I'm not going to talk about Trine 2, I haven't played it)
Let me start by saying that although Trine was more of puzzle and platformer game than a hack and slash, I believe that it had just enough focus on combat that it could be used as a source of inspiration for any RPG developer. Also keep in mind that Trine is just one example. One. I could think of other excellent examples of games which provide wildly different playstyles with different classes such as Baldurs Gate 1 or Starcraft. I'm not saying make Dragon Age like Trine.
Fighter: This class is to Trine what Joe Pesci was to the movie Goodfellas, only a lot nicer and not likely to take his frustrations out on you by killing your ass. He was a guy who got things done, didn't mess around. You want something dead? Hit it. Still not dead? Hit it again. Plain, simple, brute force type which is basically just like the fighter class in all games ever.
Thief: Ranged specialist who is also quite good at traversing the levels. The thing that makes this class unique though, is the grappling hook which gives her the ability to traverse maps quickly and efficiently. Could do this by swinging across gaps that were way too far for the fighter or mage to cross, swing up to roof tops for the high ground advantage, to pull objects out of the way or on top of enemies.
Wizard: This guy had a DPS of absolutely zero. Instead of damage enemies directly what he could do was conjure up objects out of thin air like blocks, and planks and he could move things with the power of his mind so this class was really good at using the general environment as a tool and a weapon. Whenever a group of characters in a combat oriented RPG is up against too many enemies to take on all at the same time, that would be where the mage would come in handy. All he'd have to do is erect a barrier which could close down a portion of the enemy forces who are then trapped behind a wall that they'd either have to go around or destroy. As for his other ability of telekinesis, who still remember the gravity gun from Half-Life 2? It was this thing which would grab onto small objects such as boxes, tools, bombs which could then be thrown at enemies at an extremely high velocity .
I could go on for several more pages, but I don't think that will be necessary, and I think that the gameplay in a session of Trine is a lot more clever and way more fun than the simple tanking + DPS which is found in most RPGs that I know of.
I know that this is TL;DR for some of you so just because I'm speaking to the internet, the short version is this: I'm not saying make Dragon Age like Trine. It doesn't even have to be radically different from DAO or DAII. Just has to make rogues play like rogues, wizards play like wizards. Just let the fighter do the fighting and the other two classes do something else in combat situations and I'll be happy enough with that.
Edited because I don't know how to brevity or english.
Modifié par mickey111, 12 décembre 2012 - 12:43 .





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