Some good ideas here, all of them.
I think the biggest discrepancy is this:
Mages mana increases exponentially as you level -which applies to both attack and defense simultaneously (as in healing or armor spells)
All other classes increase linearly on attack and defense, and almost separately (STR boosts attack, but only a small hp boost; ARM boosts hp but is otherwise useless against mages, and DEX does give defense to magic, but not much)
It's nearly impossible to balance exponential growth to linear growth.
So really, the whole formula system needs a re-work from the ground up IMO.
But... that's no small thing.
You change every class, and then you have the whole game complaining....
So... possible solutions? How do you change this stuff without making changes that everyone hates?
(Well, no matter what is done, some will be unhappy and complain).
Well, I was thinking about the mage specifically - the mage is both an attacker and a defender...
What if we were to split the mage into 2 subclasses... basically, the attacker and the defender?
A lot of details would need to be worked out, and some spells would be added maybe...
But basically, if you're an offensive mage, your healing/armor spells are weaker, and defensive mages would get an attack spell nerf
All sorts of RPGs throughout history have used multiple mage classes....
Ok, but if we did that... how to implement it without a huge commotion?
Well, let's think along the lines of a common theme in other games - evolution.
So, you start out as this generic mage.... once you reach a certain level (to be discussed), you have 3 options
go see trainer A to become an offensive mage, gain offensive boosts, lose some defensive capabilities
go see trainer B to become a defensive/support mage, gain defensive/support boosts, lose some offensive capabilities
don't do either, stay generic, and don't be excessively good at either...
Now what I'm proposing here is not a nerf at all - a nerf takes away from the game; I'm thinking of adding another dimension to it
Of course, what I forgot to mention, is that such evolution would be available to all classes - a specialist decision
We'd all need to hammer out the details, but as it stands, in current PvP, I think you can be "great against mages, or great against others", so we could do something like that, or something different....
So... at this said level, you can choose a specialist class, or not...
How to encourage the choice?
Well, specialists should have tempting boosts to make you want to choose them...
And, specialists should have a strong advantage against the class(es) they're targeted for, weak against certain classes...
And all specialists should be stronger than a generic class...
A *basic* example (I'm not saying this is what we should do), but when you become a specialist, maybe, all your stat points are doubled...
yeah, I'd pick that
But really, where the most important changes are, are in the formula that pertain to specialists...
make all exponential or all linear growth, and balancing should be much easier
oh, a late thought - specialists should get an xp bonus while grinding too - another reason to pick one, you level up slightly faster
This leads to further questions down the line - can you change your specialization, can you see what specialization other players have (and how? by name color, a letter in their name, or a set of skins?)...
Anyway, nothing nerfed, new content, and hopefully if this is planned right before it is ever implemented, it should be balanced
Let me know your thoughts/ideas
