Gunjester said:
So as much as I agree thats the way it SHOULD be, seems the game designers are changing it to make mages more accessible to new player and in turn, more annoying for others.
I'm not saying it SHOULD be that way, necessarily, but I don't think there's necessarily anything wrong with having your spellcasters be an invested class, where it's just not easy to pick one up as a noob player and run with it.
DDO works this way, and I enjoy it, at least. They even tell you this at the beginning when you're creating your character: each class you can select has a "solo ability" rating. The highest is cleric (easiest to self-heal, after all, and you can kill things eventually with your mace even though it's hardly efficient), followed by Favored Soul and Ranger and Paladin and Monk and Bard in roughly that order, then Barbarian and Rogue, and then finally, at the very bottom, is Sorcerer and Wizard. And it's 100% true. If you are a noob, that's about how difficult you're going to find it to solo as those classes, particularly at low levels.
Even at level cap, casters have the limitation that they really can't solo the heavy boss mobs (who are flat-out immune to a lot of things, meaning that they have to be taken down by damage and a caster who runs out of mana can't keep up massive amounts of damage over a long sustained period--you need to be able to hit the auto-attack button and go get a sandwich to pull that off). However, as survivability goes casters pretty much completely eclipse any and all non-caster characters.
The game takes advantage of this fact, though, by pulling some very nasty tricks. In a lot of the high-level raids and epic quests, your casters being "OP" like this becomes absolutely necessary if you want to complete the raid/quest. What do they do? They throw in mobs that can't be killed effectively by ANYONE along with a major boss. The boss will destroy you if you don't get on him and get him killed before the healer runs out of juice. The caster doesn't have the sustained damage to kill the boss, so what the caster winds up doing is kiting the horrendous side mobs that would wipe the party if they weren't being distracted/contained/CC'd.
All it takes is for the caster to make one mistake and die and you've got a party wipe on your hands (unless everyone else in the group is on top of things and can squeak out a recovery). EVERYONE has a completely vital, indispensable role in order to get a successful completion, but the roles don't *overlap*. A caster is not just another more powerful dps who does damage with lightning bolts instead of a sword or a bow.
So, to sum up: I think what really needs to happen in order for casters to FEEL like casters (that is, awesome and powerful, wielding mighty magics that bend the very rules of the cosmos etc. etc. etc.) is to design your game with the fact that they can pull this stuff off in mind. Then, when your non-casters are slaughtering their way through the orcish horde, Gandalf is busy kiting the Nazgul. Or something.
You have to be smart about how you design for this, though. I much prefer the way DDO does it to the way WoW does it. In DDO, you *may* have an "ideal" character class/setup for a given role, but it devolves a lot more on how you *play* your character than having a very specific ability set. There's no such thing as "best in slot" gear in DDO. There IS in WoW. Instead of trying to stack up super-high stats, as you do in WoW, in DDO it's about getting as many valuable abilities on your gear as you can. There's a hard limit on how many special abilities gear can have, and then you have problems with minimum level to USE that gear. In DDO, most effects don't stack, so there's a hard upper limit to how high you can push your abilities. You need resistances and immunities and defenses to stay alive, and you need to be flexible. Veteran DDO players have tons of inventory space dedicated to "swap gear", and unless you're coasting through easy quests you'll be swapping items in and out pretty much constantly. I have yet to see a WoW player who switches weapons half a dozen times during a combat because well this guy has a certain kind of damage reduction, so I need this weapon set in order to kill HIM, then here comes the caster so I need to switch to my maximum DPS set in order to get him down before he nukes me to death, and oh here comes the heavy hitters, I'd better switch to my ranged weapon to deal with them, and this dude is immune to that damage type so I'd better use my wand . . .
It's a completely different feel. But I tell you, your caster feels AWESOME in DDO once you get them going, though. There's nothing like the first time you do Shadow Crypt and seeing a literal HORDE (like, 15-20) of shadow-monsters descend on you, throwing up a firewall, and watching them all poof to ash in seconds. Or sprinting down the hillside, seeing a mob in the distance that is charging your way, and casually tossing off a finger of death without even slowing down. I don't just play casters, though, because my non-mages feel awesome too, just in different ways. I'd call that a working system.