I like playing healers and ranged casters in games. I was reading a recent review of a game (broken ranks) where they said casters have a limited amount of mana to beat the boss before it runs out. This turns me off the game completely. I ask myself why do so many games have it where melee classes can use an unlimited amount of attacks all fight, but casters have either a limited number of spells, or have to manage mana and switch to melee for long fights?
Is there anyone that actually thinks this is a good design? This seems like a hold over design from D&D that is poorly implemented into games.
Having limited mana leads to really bad design choices for a game. I see the following happening to balance.
1) Fights are much easier/faster so that casters can kill the boss before they run out of mana.
2) They make casters spells super OP so they can burn the boss quickly.
3) They force casters into hybrid melee classes instead of pure range.
4) They just let casters be gimped solo, and except they can't balance it.
At a minimum I think games should have high mana regen like ESO, where you can do light/heavy attacks to get your mana back quickly.
I also propose there are only 2 bars for all classes Health and Energy. Call it: physical energy, mental energy, mana energy, spirit energy, stamina energy ... call it whatever for the class, but it's the same thing. Attacks that require more energy will heavily drain your bar, so you cant spam the attack, but still have your bar regen during the fight, both naturally or through energy draining/regening attacks.
I am curious if I am missing something here. Are other casters annoyed by this also? Why is this a thing in 2022?
Comments
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR
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Curious do you play melee or casters more often?
I think as long as a class gives management tools, maybe some hard choices for some of them, it's fine.
As for melee, there should be managing stamina as well. Or if not a direct stamina pool then fighting for a certain amount of time brings fatigue and that affects performance.
For a mage, maybe the life swap tool as mentioned above (which took more life for less mana so you had to also use life taking spells to balance a bit) or perhaps there was is a choice to draw more mana than you would have access to (sort of like wheel of time) and you can burn yourself, ableit temporarily, out.
If there is just unlimted everything then it's rather boring to me. One of the reasons I like the souls games.
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Well in Dark Souls 3 melee get unlimited attacks, its only casters that have to manage resources or run out completely forever. How is this fine for melee to regen but not casters? I don't see how this makes sense unless people are just going with this design due to tradition started with early gaming design.
Melee have to survive long enough to prevail, taking damage from the git go.
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1) they think their individual character should get the heals
2) They love to be lazy or not use game mechanics to avoid damage... putting stress on the healer. A great healer stunts their game improvements (over compensates for their poor gameplay)
3) You get malders who DM you nasty garbage when they die.
These days, I play DPS much more.
Having no limits on spell casts can remove an element of strategy from the game. But then, the strategy can come down to which spells you use rather than how often you use them.
Shoot'em ups are an example of a game with both. You can shoot your main attack an unlimited number of times, but you have limited use abilities you can acquire.
https://store.steampowered.com/app/253750/Ikaruga/
Maybe an interesting approach would be to have a mage class with spells that have no costs and more powerful spells that do.
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Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I actually don't really understand this as realistic at all. Its only by design from earlier systems like DND where ranged combat will tire someone out faster than melee combat and physical combat can go unlimited.
From a realistic point of view, ranged combat is much less mentally and physically exhausting than melee combat. I can sit and fire a gun all day long, and by extension any fire/electrical/water weapon could go until your ammo ran out. So if there was a wand or staff with unlimited power you should be able to continue casting that forever. Realistically how many times could someone swing a great axe or do worldwinds with a 2 handed hammer before they tire out and become completely exhausted. Doing power moves in melee would be much more exhausting.
Personally I look at energy/stam/mana bars as ways to limit the amount of dps burst a player can do. So that way powerful moves can drain the bar heavily, and it will take time to regen enough to do another similar power move.
Making a mage run out of mana and switch to a melee weapon is just ridiculous to me.
What if we reversed the equation and melee could only do 4 or 5 attacks then had to run around dodging the boss using a wand because they are out of physical stamina.
Its just bad design to me.
Ranged as a tactic is far more powerful than Melee.
This is because, to melee a mob, you are getting hit in return. As such, every single melee build is limited on how long they can stay at melee based on their HP. This is an absolute limitation they all face, regardless of all and any other factors.
As long as they take any damage at all, they have a time limit on how long they can engage in that fight, and this is an absolute for them. They cannot change this. They have to be in range to get hit by the mob to be able to hit the mob.
In regards to ranged builds, they do not have that limiter. Regardless if your character is using a bow, thrown weapon, or casting spells, they can do so from a safe distance where they are not getting hit in return, so these ranged builds can continue to fight indefinitely with no fixed limited qualifier like a melee faces with their HP and their need to be in attack range to fight the mob.
As far as ranged builds go, they can legit hang back and shoot/blast the mob for as long as they have some form of ammunition, be it arrows or mana, or whatever.
As such, the only way to balance ranged against melee would be to limit their ammo supply, thus giving them the same qualifier as the melee, where at some point, they have to either kill the mob or give up.
I mean otherwise, if we are going to give endless arrows and spells, we might as well give melee endless HP and call it a wash.
Does that kind of game sound boring as all fuck? Where no one faces the risk of death, no one has to use tactics, just, pick your playstyle and you can endlessly fight until you win.
Seems like an overall shit game if you ask me.
Case in point, in DDO, they have made it so that Archers/Ranged, can have unlimited Ammo, with their Arcane Archer pass, and since then, almost no one, outside direct specialized tank builds plays melee anymore.
And really, I can't say I blame them, or am I the least but surprised. Ranged is super easy button. You never have to worry about getting hit, and you have endless means to do damage.
Outside lag spikes or making a foolish mistake, winning is inevitable, so if you have any skill at all, you will very easy outperform all but the best melee players.
The only other way to combat this, is to make the Mobs just as heavy ranged to counter the overwhelming power and advantage that ranged builds have. Have them just blast/shoot the hell out players that use ranged on them.
I am sure that would result in a massive amount of butthurt by ranged builds who planned to dance their little you can't hit me bullshit, and becoming pincushions, and no doubt, those poor bastard melee builds that are now getting shot to death before they can even get close enough to attack, the game would still suck, all around, for everyone.
So, I mean, ideally, there needs to be some means to balance things so that one style of play is not super OP.
As for me, normally play healers and melee, but, I have converted all my leveling/ dungeon running melee builds in DDO to ranged, because it was a stupid OP playstyle.
Outside my direct raid tank, which was built for a very specific purpose, and truth be told, outside being a raid tank, they suck angry ball sweat, everyone else is being converted to ranged. It's new to me, as I never liked Pew Pew Builds, but, there are simply too many disadvantages to being melee vs all the advantages of being ranged, for me not to make the conversion at this point.
So if you can tell me how to really balance ranged vs melee, without making ranged the stupid OP playstyle it all too often ends up as, I am listening.
Crying that you have limiters on your ranged build, is not winning any points with me.
Well I think you are making some valid points for many games, however this is all due to bad design.
There are games where people can play melee classes and be the last standing and in some games melee classes are the best classes regardless of of unlimited mana or not. Diablo 3 comes to mind here.
In ESO bosses have spell mechanics that attack ranged characters, like spikes coming from the ground, or from ceiling or just random ranged attacks.
In Dark Souls bosses have closing attacks that force Mages to constantly be on the move or die.
So what you are describing is mainly caused by what I'm talking about. If you limit mages mana pool or number of spells then you have to make their spells OP to balance that. Which is why mages can come in and burst DPS by dumping their mana bar. How is that strategy?
Melee chars are balanced by high armor, ability to parry and block.
So yeah D&D games where high level mages just come in and put down the IWIN button 1 shot bomb is exactly the lack of good design I'm talking about.
So a mage that just magic dumps there spells then sits and watches the rest of fight, how is that good design? Some of these old D&D based magic games need to catch up to 2022.
Here's the spell link: http://dnd5e.wikidot.com/spell:invulnerability
Better hope you can drown them for ten minutes since they can still cast a lot of spells without somatic components, so grapple doesn't help much.
These games have it all backwards due to D&D. This is why games need situational mitigation so mages and warriors alike can be what they were meant to be.