Proper rpg mechanics
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A lot of rpgs back in the day had dedicated dps characters but also characters that focused more on support and I don’t just mean healing but also buffing and debuffing not onlh that there was also resource management via MP or something like that.
In single player rpgs balancing all aspects of these mechanics was important while in multiplayer rpgs teamwork between the one playing support and the one in the frontlines doing damage was very important.
It feels like this has been lost in a lot of modern rpgs to the point where I can’t really call them rpgs anymore.
Take tales of for example, healing was essentially removed as a mechanic after berseria but in past tales of taking damage was unavoidable making having a character who could aoe heal in the party important, not only that it was reactive rather than a series of telegraphed moments in the case that you were playing the healer.
The same could be said for a lot of old mmorpgs like everquest or ffxi, healing wasn’t a telegraphed occurance or an optional crutch it was actually necessary to have someone pay attention to it, the same goes with stuff like buffs/debuffs and classes dedicated to those.
Lets compare this to a game like FFXIV, buffs and debuffs are all flat damage up/defense down percentages that are tiny 1%-5% increases even on the bard job they are all defined by a 2 minute cooldown and the idea is to have the entire party line up their self buffs or party buffs every 2 minutes. Healing in this game is also completely telegraphed and you never once need to use the gcd heals so in the end the healer just ends up being another dps.
Does anyone else miss this or are most just oblivious to it? I get that the typical normie would play a dps in an rpg and even I as a kid didn’t really pay attention to things like protect and shell when I played FFX but the older I grew the more I realized these things added to the overall fun and strategy.
In single player rpgs balancing all aspects of these mechanics was important while in multiplayer rpgs teamwork between the one playing support and the one in the frontlines doing damage was very important.
It feels like this has been lost in a lot of modern rpgs to the point where I can’t really call them rpgs anymore.
Take tales of for example, healing was essentially removed as a mechanic after berseria but in past tales of taking damage was unavoidable making having a character who could aoe heal in the party important, not only that it was reactive rather than a series of telegraphed moments in the case that you were playing the healer.
The same could be said for a lot of old mmorpgs like everquest or ffxi, healing wasn’t a telegraphed occurance or an optional crutch it was actually necessary to have someone pay attention to it, the same goes with stuff like buffs/debuffs and classes dedicated to those.
Lets compare this to a game like FFXIV, buffs and debuffs are all flat damage up/defense down percentages that are tiny 1%-5% increases even on the bard job they are all defined by a 2 minute cooldown and the idea is to have the entire party line up their self buffs or party buffs every 2 minutes. Healing in this game is also completely telegraphed and you never once need to use the gcd heals so in the end the healer just ends up being another dps.
Does anyone else miss this or are most just oblivious to it? I get that the typical normie would play a dps in an rpg and even I as a kid didn’t really pay attention to things like protect and shell when I played FFX but the older I grew the more I realized these things added to the overall fun and strategy.