1. Are the games casters Fun to play?
Doesn't matter if you have 1 or 10 or more. If they aren't fun to play then why have them. Black Mage only have 1 good damaging combo line is not fun. Fire and Ice should be effective.
2. Are there alot of casters? The world of magic is limitless. You can make up ANYTHING, and this isn't SEs first rodeo with casters. Why are there only two? For anyone who role-plays or just like playing casters, this game lacks it.
3. Don't limit casters. Makes a developer look lazy when you limit a caster to only a few abilities. Casters should have the most, and all of them should be useful. 15 abilities, for summoner that's gonna be half or more of their abilities just to summon, at least 8 for the elements and light and dark.
4. Make sure they are all good for different situations. Nothing is more annoying that a class that is left out of events because it's useless. Example what will blm/thm be able to do against Ramuh or Titan? Or Against a mob that spams aoes and burns summoners pets and just makes them waste MP?
5. [Are pet casters balanced to regular casters? Pet casters should be equal to or less than casters such as Black Mage considering they don't have a pet to do constant damage. I go by Everquest online adventures for the ps2 as an example. Perfect balance by the end game's life.
That was the beauty of EQOA, it had a ton of caster class. Sure some of the abilities were the same, but most of the abilities were not.
Wizard had 1 sec cast/recast, had all element aoes, and single target spells. They later got Master class of sorcerer that had unresistable aoes so you could use fire on fire mobs.
Necromancer summoned all different kinds of undead. They had fire spells that had some damage of time spells, while having purely damage of time spells that ticked faster and hard. They could charm undead. Their Master class allowed them to have the best pet in game, swarming death. It could keep itself alive, and the necromancer can heal it. The Necromancer was also a good back up healer.
Enchanter could charm any monster, and for a long time. The most was an hour I believe. Their master class allowed them to have a pet till it died. Raging Rhino (second only to the swarming death) made them unstoppable in PVP lol. They could also have enchanted armors which were good tanks when they soloed.
Magician Elemental summoner. They tied with Necromancer, and Enchanter with damage with their Djinn pet. High Melee, and high spell damage.
Shaman and Druid had spells that Cleric didn't have, but Cleric had the highest tick heals and defensive buffs.
Of course none of this wasn't perfect in the beginning. But this only took 2 years to make it this way. I am not doing it justice with how I describe it, it's better. This game is is almost on it's second year and I feel casters suck just as bad as they did when they game first came out. It's not fun to be a caster.
If I were to really go by a checklist, what they did in EQOA would be my reference of what balanced and unique classes are.



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