
Originally Posted by
Shironeko_Narunyan
If the basic features cover the needs of the encounters, and they just have to be tuned to fit all content, there's no problem with adding unique things to the classes that go beyond flavour. Like I said, the homogenization is at this point just a tendency, but it's one that's easy to see and has to be kept an eye on.
Crowd control doesn't even have to be a tank responsibility. The rest of the party could have some tools, and there could be a dedicated job for it later.
When I talk about stacking effects, I'm not talking about something generic like Trick Attack, and I don't mean things like a timed piercing debuff. Imagine something like this:
Tankbuster incoming. Tank uses a mitigation skill that has a chance to retaliate. Riposte is being triggered, placing a debuff on the target called "bleeding wound".
DPS could exploit that by timing an oGCD for this debuff to appear, just your good old oGCDE damage skill, but with a secondary effect on the condition that the target has the debuff;
- Melee exploits it, and now the wound is "ripping open" (damage ticks with chance to paralyze for a second).
- Ranged DPS could make it a "deep wound" (attack speed goes down).
- Magic DPS could make it a "festering wound" (damage spikes on the target in random intervals, "explosive haemorrhaging")
This debuff would stay with the boss until the fight is over, one way or the other.
Will you then cheese some fights? Maybe, but this would be earned, because it rewards group effort beyond "hit it till it's dead".
That's a bit more interesting than a piercing debuff, which is still fine, if it has charges instead of a timer. If you debuff the boss and the next 5 hits do extra damage, it doesn't matter if there's one or five piercing users in the team. Add an immunity timer, so the debuff can only be triggered once a minute, no matter how many people on the team are capable of inflicting it.
I'm still not a game designer, this is just an example, made to help explain the idea behind the thread. It would help with the rush mentality not by punishing the player, but by giving precise, good teamwork an edge. The skill floor would be untouched (could still use your oGCDs for quick damage), but the ceiling would go up.