server idea stuff that won't go anywhere

i made the mistake of starting myself off thinking of another server idea a couple weeks ago. would be too much work to actually do (especially for something that would fizzle out within a month after being played by ~15 people total) but i like developing ideas and this is the best place i can think to spill it out. more conventional than the server i tried to do a year (?) or so ago (classes, levels) but still some stuff.

i'm gonna say how stuff "will" be a lot simply because expressing everything as "would" would be tiring.


War has ravaged the world. Everyone starts in refugee city Halas (it has natural defences in the form of mountains and random water in front of it). Quests start there.

Rewards/Progression

Main thing: item rewards are separated out into several independent streams of progression, to avoid the situation where one stream (i.e. raids) render all the others mostly irrelevant.

Main slot (non-aug) gear:
Armor and weapons come exclusively from tradeskills. Tradeskills will work a bit differently (more below). All tradeskill-made gear and tradeskill components will be tradeable (the gear will be attuneable/bind on equip); hunting down rare components to make yourself a new piece of gear or to trade for something you want would be a large part of the game at all levels.

Augs
Much personal progression will come in the form of augs. All tradeskill-made gear will have 5 aug slots, each relating to a different source of progression:

1. Quest
2. Dungeon
3. Raid
4. Tradeskill
5. Event

All augs would be reusable like our current quest augs. Otherwise, it's pretty straight forward: when you do quests, you get Quest augs as rewards; when you're out exping, you're hunting for both tradeskill components and Dungeon augs; raids will net you raid augs along with high-end tradeskill components and recipes. Tradeskill augs would be tradeskill-made and, unique among the augs, tradeable (though still attuned on use). Quest, Dungeon and Raid augs would mostly be specific to the things that drop them, like most items now, while higher-end tradeskill augs will mostly come from extremely rare world drop components (e.g. can drop from anything over level x, but only 1 in 50000 to 500000 kills). A few tradeskill augs might be no drop, e.g. if you get really good at blacksmithing you can make yourself a Grandmaster Blacksmith's Super Aug for yourself, probably from common components. Event augs would be the rarest of the bunch, existing exclusively to reward players for participating in GM events and automated world events like our War. Probably won't have much stats in most cases, but will be attractive for players at all levels just for the sheer difficulty of filling Event aug slots at all (not to mention the bragging rights of having rarer ones).

Oh, and probably pretty much all augs would be Lore.

Exactly how much the stats of all these augs and the tradeskill-made gear would balance out is an open question. Ultimately the tradeskill-made gear would probably be the biggest single source of raw stats, though augs would certainly be capable of providing interesting things like procs, worn effects, weapon damage, etc. Things may get a bit chaotic: since all the aug types are separate they would have no necessary influence on each other's stats: indeed, it would be easy to see the first set of Raid augs being a fair bit worse than the Dungeon augs you would be expected to have come there with -- any Raid aug is a boost over an empty aug slot, after all. It would certainly be harder to say e.g. how much HP a warrior should have at tier X, if nothing else.


Tradeskills/Economy

Tradeskills would be an active and continuous part of the game; everyone would be encouraged to take up at least one, and -- even if they don't -- to pool resources (naturally accumulated through killing things) with friends/guildies to build each other gear.

Tradeskills would be less grindy. When you have the components for a recipe you know, it will succeed, and if you haven't hit the "trivial"/max skillup point for that recipe, your tradeskill will go up a point. The main difficulty will be in gathering all the right components for what you want to make.

Secondly, tradeskills would be a little more interesting. Rather than just being able to make whatever once you have enough skill, you need to learn recipes. Some recipes will naturally be learned as you skill up (e.g. graduating from copper stuff to iron stuff as you gain blacksmithing skill) while others will be heirarchical: make this recipe, learn the next recipe in the set. Might allow some limited "paths" to progress though, e.g. a smith that specializes in weapons while only having the most basic armor recipes. Some recipes may also be drops; a dungeon might have its own unique recipes, for example, and raid zones theirs.

Third: there is no money. Everything works on a barter economy; you trade components and finished products for other components and finished products that you desire. On the one hand, this means you'll mostly tend to trade with people around your own level (generally not much incentive to barter "downward"). For similar reasons, farming won't be very effective (doesn't matter how much Eldritch Ultrametal you gather up if no one has anything you want to trade in return for it, and vice versa). On there other hand, there could easily be exceptions. In the Tradeskill aug example above, for instance, one could easily see some low-end schmuck ending up with an ultra-rare world drop component and have high-end guilds enter a bidding war offering finished high-end raid gear for it. A saavy negotiator might even be able to snag a whole set of raid gear this way over time without doing any raiding themselves (though they wouldn't be as powerful as a real raider, lacking in raid augs).

General stuff: I would see there being 3 big tradeskills with the others maybe being there but less important: Blacksmithing, Sewing, Jewelcrafting. Even then, the big three aren't really made equal; smithing has an obvious monopoly on weapons. Jewelcrafting could be granted exclusive right to rods, wands and gemmed staves and emphasize bracelets and necklaces for casters. Sewing might be a bit screwed, but still prominent providing most armor for leather and silk classes. Hard to think how to shoehorn any weapons in. Not sure what to think about bags either; large, portable tradeskill containers will be freely available and idk how much I'd want to bother with item sizes and weights.

Baking and brewing would make stat food and drink, probably nothing too crazy. Maybe Make Poison could be made central to what rogues do the way fletching would be to rangers... Alchemy? Pottery, tinkering, ehh... Definitely no Fishing, because seriously, screw fishing.


Classes/Skills/Etc.

Some general points: no guild trainers; spells and abilities would be (mostly?) learned automatically when you level up (some room for dropped/raid-gained spells maybe). Long-lasting, statless food and drink would be freely available from the starting town since there's no money, same with aug removers.

No long term buffs; your stats come from your gear, your group members are there to provide their active capabilities. Everyone has inherent SoW speed by default.

Melees: want to de-emphasize auto attacks and put more on endurance-costing abilities (and spells for hybrids). Also want to disable button-based skills like Kick and Taunt and replace them with more controllable, decision-requiring, and interesting endurance-costing stuff (e.g. Rogues' Backstab button would do nothing (maybe give a message telling you why not), and instead they would start, at level 1, with a Combat Ability called Backstab, the base damage and endurance cost of which would scale with weapon ratio and level). Also want to forget about skill-ups and getting skills at certain levels as much as possible; all melees would start with perfect double attack ('cept bards and bsts) and would get perfect dual wield when possible if they are a dual wield class (the ability to actually equip weapons in the offhand is hardcoded into the client by class+level, i believe... otherwise would make everyone start off with it like monks).

Healers: not sure, but think I'd want to give heals a combined percent-plus-flat mana cost. E.g. Heal of Goodness costs 2% + 50 mana. Not much else to say!

Pet classes: get pet spell(s) at level 1, lasts forever. Pet's level and stats go up with the caster's level.

Specific class concept changes:

Cleric - still super healer, possibly an inherent ability to distribute a small portion of over-healing to nearby group members (like that one tome i did). Some melee ability with melee range hammer nukes and such.

Druid - chloromancer-ish. Actively combines healing with direct damage, with leeway to focus on one over the other. Inherent ability to heal nearby group members for (say) 25% of single target DD damage or 10% of AE DD damage. Some kind of mechanic to designate a target to receive healing portions of combined heal+nukes. Damage shields appear as short-term, in combat offensive spells.

Shaman - still melee debuff master. Rather than having canni, a portion of their spells (certain heals, maybe some DoTs) will have % HP costs in place of mana costs. Will be possible to function using purely mana-based heals and such, but weaving them in with sacrifice-based heals and dots will increase the shaman's flexibility, power and longevity at a cost of increased risk and the need to keep their own hp up. To go along with that: inherently heals 1% more for each 1% HP missing; sacrifice-based heals will extract their cost first to be self-boosting.

Magician - earth pet still tanky rooter, air pet monk-ish melee, fire pet is a fragile nuker, water pet is a mini-healer. Fire pet will not bother approaching melee range with their target, prefering to hang back and continuously cast fire-based nukes. Water pet will cast small-to-medium-ish single-target heals on the mage and their group members using a simple AI; however, only people within a relatively short range will be considered potential heal targets, allowing the mage to use positioning and /pet guard to manipulate the pet into e.g. focusing on keeping the group's real healer alive and such. Both caster pets interruptible using /pet back off, and neither has to worry about mana use, will just keep casting forever. Water pet will announce its heals to the group (not sure if the pet message channel would be best, or the group channel).

Beastlord - pet takes its stats directly from the beastlord, mirroring not only its master's stats and vitals, but also their melee attack rate and expected damage. Beastlords will essentially control a little doppelganger of themselves; abilities and spells will be focused on mutual boosts and simultaneous attacks, etc. Super pet synergy class. Able to do roughly equal damage to two different targets at once (bar procs). Very weak without pet.

Necromancer - dot master with unimpressive pet as expected. Enters lich mode when running 3 or more dots on a single target, draining their own HP to ramp up dot damage the longer lich mode is held. (Was considering giving necros tools to have a secondary role as a competent but second rate, purely sacrifice-based healer dependent on lifetaps to keep their own HP up... don't necessarily want to have that become an obligation to keep a heal loaded and watch HP bars when all they wanna do is waste things down, though.)

Paladin - secondary role as uniquely melee-centric healer/defender. Needs more thought.

Shadowknight - secondary role as melee-centric nuker. Also needs more thought. Or maybe something from my old "SKs can do lots of damage, but only in proportion with how badly they are getting thrashed" idea from years and years ago.

Bard - Work in 1hander + instrument thing; more songs that require certain instruments throughout the levels. Maybe work that into a more distinct jack-of-all-trades thing; bard can be a competent but second-rate healer with a guitar but can't deal much damage without a flute or drum in, etc. Some kind of "warm up time" upon switching instruments to prevent continuous swapping. Still some songs that can be used whenever (e.g. basic CC), but generally expected to take up a particular temporary, instrument-specific role. More mana-needingness. Dunno about a melody system but probably not continuous cycle of clicking either.

Ranger - Bowssss. Whole bunch of fast-casting, long range, long cooldown "bow" nukes and spells, maybe with a minimum range on them. Additionally rangers are natural fletchers; when a ranger is around, arrow components will drop quite commonly (they have keen eyes and a better sense of the usefulness of twigs, you see). Maybe change how arrow damage affects bow damage.

Berserker - ???

Other classes - dunno. No particular ideas for my preferred class oddly enough.


Mechanics stuff

Mana and endurance refill within 3 ticks outside combat, no meditating. 1 minute for HP.

AC and resists - as far as damage goes, simplify these into continuously curved diminishing returns percent mitigation:

melee damage = melee damage * (500 / (500 + AC))

E.g. 50 AC provides ~9% mitigation, 250 provides ~33%, 500 provides 50%, 1000 provides ~66%, 3000 provides ~85.7% ...

Similar for resists:

nuke/dot damage = nuke/dot damage * (250 / (250 + resist))

E.g. same mitigation as the ACs above at half the total values (25 resist = ~9%, 250 = 50%, etc).

Auto attack damage (before AGI bonus and AC reduction) is randomized between [WeaponDMG] and [WeaponDMG * 2]. Accuracy is set at 95% regardless of level differences etc. Probably won't be much haste to be had.

Stats:
STR - 1% extra Combat Ability damage per point.
AGI - 1% extra melee autoattack damage per point.
DEX - 1% extra proc damage/healing per point (in place of other stats)
STA - 1% extra Combat Ability and spell hate generation per point, maybe self-defensive effects as well.
INT - 1% extra nuke/dot damage per point.
WIS - 1% extra healing per point (seperate from e.g. shaman % bonus, all % bonuses act on base values without multiplying each other synergistically)
CHA - less debuff resists etc..?
COR - what

Everyone starts with 10 in all core stats plus whatever distribution they chose on the char creation screen.

Maybe muck with what avoidance skills people get and how effective they are. Maybe just use Dodge and have other avoidance skills reserved for ability effects or item things.

Everyone starts with a Gate clicky (charm slot?)


overall probably too different again. thankfully lost the will to poke at coding any of this after only two days
 
That is pretty awesome! You should go make some money developing games who turn a profit (maybe u alrdy do when not working SoD, I dunno).
 
the only thing that sucks about not having money is that eventually one particular item (like in diablo 2 - Stone of Jordan) will be come the form of currency.
 
You should go make some money developing games who turn a profit (maybe u alrdy do when not working SoD, I dunno).

good joke

the only thing that sucks about not having money is that eventually one particular item (like in diablo 2 - Stone of Jordan) will be come the form of currency.

had thought of that. could be interesting to see how stuff ends up becoming de facto currency in practice, but would hope to theoretically curb that by avoiding making any one thing both too common and too useful. most droppables in the wild would be components, only as good and as valuable as what can be made from them and the current market for those things. no one component would be too widely applicable -- as you progress, today's components are naturally supplanted by tomorrow's. could see situations where certain components become both common and highly demanded simply as a result of game stagnation -- e.g. lots of guilds getting to the high end and no new content coming out for a long time. but would hope that that kind of thing would sort itself out when the next tier of content comes around; the stuff that was previously hot shit will be reduced to a stepping stone like everything else and suddenly the desire for it will collapse. impossible to say how that would actually turn out, but there's the theory. also might be worth considering that all tradeable items naturally take themselves out of the game to be useful (components being consumed, gear getting bound - ain't no unbinding) rather than just getting shuffled around.

D2 might not be the best example, iirc early on there were bad mechanics around it (any unique ring is an SoJ if the other two unique rings are in people's inventories in the game? something like that), and then inevitable hacks. and a bazillion players. and SoJ being highly desirable in itself.
 
PoE has a simliar economy where there is no gold but there are lots of rune type items that mod items (like stat re-roll, upgrade to rare, change socket color, change socket link, etc) which when I played in beta quite a few were all used as currency with them having a rough ratio between them. It was like a weird mix of a barter system where things had "prices" that were flexible (1 of X rune, 3 of Y rune, or some combination) instead of the just straight X SoJs.

Your idea of people progressing past a point and those natural drops diminishing causing a rise in prices is pretty similar to how some tradeskill items in GW2 were when I last played. Because so many people are at max level in GW2 the tier 5/6 TS items are cheaper than the starting stuff.


As far as I remember the SoJ thing is like you said. People would carry around the 2 non-soj unique rings and then spend all of their gold (probably duped) gambling rings until they got an soj, trade it off, repeat because the game wouldn't give you a repeat unique unless it had to. I knew quite a few guys who got them this way or duped and just had lv1 chars with nothing but sojs on them/stash.
 
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I might be starting to work on something like this... making tools for myself, anyway. Probably won't get anywhere, but if it does it probably won't be for months. Opening up with only a couple zones worth of content wasn't very wise last time. I have nothing better to do, at least...

Would take back what I said about dropped recipes and recipe hierarchies; instead, learning recipes would be done purely by experiment. You get a bunch of tradeskill containers and oodles of components: it's up to you to see what you can make with them. (Recipes would go in your auto-combine recipe list after the first combine.) Should give it a classic, no-rails exploration type feeling. And the gamewide "<Name> is the first to discover the recipe for <Item>!" messages should be pretty sweet when you find a new component or stumble on an obscure recipe.

Thinking about Enchanters, I think I would just make them good nukers on top of the less raid-encounter-friendly things they do. Somewhere between Mage and Wizard level, though only single target and with less options for elements. Maybe also give them more active aggro-adjusting spells to help tanks or indirectly save group members -- granted taunt and concussion type things.

Would definitely also want to get custom weapon models in there if the server were to last more than a month, since I made that a thing. Might be a good donator perk -- overlay donator-only weapon model of your choice over the thing you actually have equipped, stuff like that.
 
Increasingly unlikely that I will sit down and actually get a solid start on any of this. Hard to approach when I give myself too many changes to make and no obvious one to start with. If someone else had come up with half of this and asked me to do all the work and flesh out the rest I could probably do it. Much better at being a helper (provided plenty of freedom) than a leader...

But, ideas are easy, so might as well pile on a little more:

Think I'd want to make healers less red-bar focused in general, cept potentially for bosses and such. Would give all melees some in-combat self-healing capacity (endurance-costing heal attacks/skills for pure melees, etc) to give them all some non-negligible agency in keeping themselves alive (also to make it easier to make solo content for pure melees). Perhaps to the extent of making casual exping reasonable to do without a pure healer at all -- kind of like clarity in the classic early game: you can do stuff without it, but things are much more comfortable with.

For clerics, probably give them some easy casual healing when they go in melee. Maybe automatically heal group equal to their melee damage. Perhaps give them endurance bar stuff like I gave warriors here: bar grows as you do stuff in melee (maybe some melee-range spells that specifically boost it), and can then be spent on cheapo fast group healing.

Thinking on it, maybe go off the deep-end a bit and not have single target healing at all (other than self-heals as mentioned above); all healing is group healing. More freedom to do other things if you don't have to worry about heal targets. (If there were any multi-group content, would need to sculpt it around that so you don't need all healers targeting the same tank, probably...)
 
Thinking on it, maybe go off the deep-end a bit and not have single target healing at all (other than self-heals as mentioned above); all healing is group healing. More freedom to do other things if you don't have to worry about heal targets. (If there were any multi-group content, would need to sculpt it around that so you don't need all healers targeting the same tank, probably...)

Target-of-Target heals are also useful for healing whoever is currently tanking and would be a good thing to have available, while still keeping the focus on offensive targeting.

Conversely, I'd love to see a support DPS class that dealt its damage primarily by casting on friendly targets (e.g. channeling a nuke trough the friendly target onto that friendly's target). It could also be possible to design a pet class with this as a core gameplay element.
 
Target-of-Target heals are also useful for healing whoever is currently tanking and would be a good thing to have available, while still keeping the focus on offensive targeting.

My only issue with target-of-target healing would be that situation where the target-of-target suddenly changes, but you still know the original target needs a heal, and now you need to scramble to target them directly. IMO the need to constantly be ready to switch targets at a moment's notice is the most annoying and exhausting part of playing a healer. Thinking on it more, I do find "all heals are group heals" to be pretty appealing -- as soon as you see any red bar dropping, all you have to do is pick the best heal for the situation and drop it, and then instantly go back to whatever you were doing before. Would also allow hybrids (e.g. rangers) to contribute to healing more easily if they want to -- the main thing that stands against it is that they really can't be bothered to switch targets for the low impact of their heals. Abundant group healing would allow me to spread damage around much more freely, too, which could be interesting. "The tank takes all damage and if you draw aggro from them you're probably dead" is okay sometimes, but gets a bit tedious when it represents like 98% of the game. Makes some room for tanks to be focused on other things than aggro, too, maybe...

Conversely, I'd love to see a support DPS class that dealt its damage primarily by casting on friendly targets (e.g. channeling a nuke trough the friendly target onto that friendly's target). It could also be possible to design a pet class with this as a core gameplay element.

There is something potentially interesting in that, but it would need something more to it to justify it. More than just "you need to target an ally rather than the enemy just because". I guess if you are targeting an ally for other reasons it would be convenient... but in that case that could just be made into a default quality of life setting for all offensive spells: if you cast it on an ally it will attempt to target their target if valid.

Other than that, I guess AEs targeted around an ally or pet are okay, and I suppose if you make the ally's line of sight the one that counts you could bounce a spell around walls... but yeah, needs something that really makes the concept into its own unique thing.
 
More than just "you need to target an ally rather than the enemy just because". I guess if you are targeting an ally for other reasons it would be convenient... but in that case that could just be made into a default quality of life setting for all offensive spells: if you cast it on an ally it will attempt to target their target if valid.

Healers healing dps/tanks. Target of target + bouncing dps spells = less pain and more dps from a "healer". So, this could be the basis for reworking healer classes?
 
My only issue with target-of-target healing would be that situation where the target-of-target suddenly changes, but you still know the original target needs a heal, and now you need to scramble to target them directly.

Ideally group healing, self healing, and possibly AoE/rain-based healing (Live recently added a healing Rain spell for one of the priests, I believe shamans) would have the capacity to fill in for that annoyance. I'm thinking of the Target of Target healing mainly as a source of dealing with the additional "main tank red bar upkeep" that inevitably seems to happen if you want to be able to have meaningful/scary AoE damage while still making the job of aggro control relevant. (Since, in a setup where all heals are groupwide heals, you quickly run in danger of having the issue of "healer presses one button, solves all problems, gameplay is boring again").

Of course, if you make active mitigation a major gameplay component (e.g. percentile spell damage reduction buffs that last only a tick or so and whose timing is crucial to avoid wiping), you can create a healing/mitigation game that is about responding appropriately to specific incoming threats (although unless done interestingly, that quickly turns into just its own form of minimal-thought stimulus-and-response whack-a-mole gameplay).

"The tank takes all damage and if you draw aggro from them you're probably dead" is okay sometimes, but gets a bit tedious when it represents like 98% of the game. Makes some room for tanks to be focused on other things than aggro, too, maybe...

This is a near-industry-wide problem that various games are answering in various ways. Here are my thoughts:

If you want classes other than tanks to be able to take hits, then cooldown and resource management need to be important enough to make important the _healing efficiency_ that a tank provides. Part of why classic-era EQ could get away with many/most classes being able to tank mobs for at least a few seconds was the fact that mana was precious and not super duper easy to get back instantly during or after a fight. Mana sponging your cleric because the wizard wouldn't manage his threat didn't always result in a dead wizard if the cleric was feeling nice, but it did result in a slower group and eventual pressure put upon the wizard to either play smarter or leave. Nowadays with the Mana Instant Gratification zeitgeist that pervades MMO design, the need for efficiency isn't a very effective deterrent in most circumstances - and, conversely, abilities that help with managing mana are less fun to use and feel less nurturing/relieving than they did in classic EQ.

Likewise, regarding tanking roles and what they should do during fights other than stewing about (often unintuitive) threat calculations... I think Guild Wars 1 was onto something with enabling a number of tanky builds that focused heavily on interception and disruption (e.g. hammer warriors). Making tanks the premiere basher-stunner-hey-mob-you-no-do-what-you-want people isn't a bad thing and encourages active subdual of sudden threats, and also encourages active mitigation through limiting how effective foes can be at what they do. Tanks imo also gain on interest factor when they have abilities that create openings for other melee fighters (and in some cases, casters) to exploit.

Ideally I like for encounters to be big and varied enough that bruisers/light tanks (e.g. monks, rangers) also have a place in occupying+mowing down one or two squishier (or otherwise favorably matched up) foes at a time while the "hard tank" holds the weenie swarm or the boss, similar to how Scrappers in City of Heroes often did. The reason this is important from a design standpoint is that you don't have to make such classes' DPS overpowered for how tanky they are if their level of tankiness compared to other classes has an actual niche in group play. (Incidentally, I would include EQ Magicians in the "bruiser/light tank" category via their pet, and also Beastlords, which by the way makes me very much resonate with your idea of the beastlord's warder being a 'little doppleganger' who allows for crazy split tanking / split killing shenanigans. Classic EQ was very blatantly designed with light tanks in mind as "a thing" - its design just didn't stick with that as a consistently ongoing and evenly-handled aspect of the game's design.)

Giving tanks some sort of mechanic wherein if a mob attempts to physically pass through the space they are occupying, the mob either gets "attack of opportunity bashed/stunned" or "attack of opportunity taunted" could be a thing as well (possibly triggered by the tank using a short-duration self buff that makes them "ready to intercept the incoming foes" and requires some intelligence about timing). Probably my biggest gripe about tanks in the EQ engine (and, really, in most MMO engines) is that they don't feel like they have enough physical presence (i.e., standing between the mobs and my allies to intervene doesn't feel like it means enough, where in real life that kind of positioning would be crucial).

There is something potentially interesting in that, but it would need something more to it to justify it. More than just "you need to target an ally rather than the enemy just because". I guess if you are targeting an ally for other reasons it would be convenient... but in that case that could just be made into a default quality of life setting for all offensive spells: if you cast it on an ally it will attempt to target their target if valid.

Other than that, I guess AEs targeted around an ally or pet are okay, and I suppose if you make the ally's line of sight the one that counts you could bounce a spell around walls... but yeah, needs something that really makes the concept into its own unique thing.

I'll take a shot here and go totally off the rails, since this is a concept discussion in the first place.

Regarding "target of allied target" mechanics, one thing that comes strongly to mind for me is a realistic implementation (realistic in the sense that it ties closer to real-world spirituality lore rather than being quite as much of a high-fantasy implementation) of a shamanistic/spirit-journeying class. The character in question doesn't really use magic directly (much, at least) while running around in their conventional state of living. Instead, they begin a session of serious magic by using a spell that self-roots and puts them in a vulnerable "trance" state. (The spell should be expensive or cooldown'd enough to require that the caster be ready to commit to this action.)

From within that state, they then use a Bind Sight spell to attach themselves to an ally's vision and "spiritually follow the ally around." They then serve as that ally's spiritual guardian by placing HoTs and protective wards directly on that ally (possibly including a "100%-chance-to-trigger, it triggers once and then it fades" defensive proc buff that summons a swarm pet protector for the ally when they are attacked - in the form of a large spirit animal), and by conjuring curses or damage through that ally onto the ally's target (or onto a spirit animal's target). The shamanic character then literally functions as a spiritual guide and protector who projects out to assist another as they forge a path forward.

Questions I haven't yet answered are logistics like how big the allowed ranges involved should be, how to handle aggro for the shamanic character, and how to make the trance state dangerous (other than through cheese methods like having the shaman get randomly attacked by adds that spawn specifically to hunt him down). But I submit this as an intriguing concept.

For another example, I'll offer a Magician-like pet class concept wherein the summoner uses the elemental pet as a focal point for specific spells. For instance, an evocation spell castable only when a fire pet is deployed that causes the pet to emit a cone/beam/PBAE of fire. Ideally I would like for most of the class's AoE evoking to come from using the pet as a living focal point for the Big Boom magic (possibly in a way that simultaneously heals or buffs the elemental pet by supercharging its energy). Such a class might also have conventional single target damage spells (I envision them switching targets a lot anyway from commanding their pet - but that's part of being a pet commanding class and part of the fantasy of feeling like a commander, so I don't have a problem with that at all), although if they're like the EQ Magician's single target "sword" conjuration nukes, I'd prefer for the them to summon actual swarm pets that hit for heavy physical damage a few times and then disappear (I have a conceptual problem with presumably physical conjurations striking for magical damage rather than physical).

There is also the concept of a more conventional single-target, red-bar oriented healer (for people who like that sort of thing - and they do exist) who contributes DPS primarily by target-of-target nuking from whoever they are currently healing, and/or by providing short duration DPS punishment buffs (e.g. the large short-duration Damage Shields that druids now get on Live). I could actually envision a kind of "Shield Healer" implementation of the EQ Enchanter that worked this way, with a focus on heavily Runing specific targets and then either directly arcing damage through them onto their foes or "enchanting" them to proc big damage with their next few attacks/spells/whatever.

On a mostly unrelated note, I also think that a Rogue that functioned more like a City of Heroes Mastermind would be great fun, hiring various thugs and minions to hold foes' attention while they themselves sneak around and do their shenanigans of poisoning, backstabbing, and laying traps. (In the EQ engine, either/both the pet window or eventually the Mercenary window from Seeds and later client versions could be vehicles for accomplishing that concept). I envision such a rogue as having multiple "expendable" NPC pets that each have a different tactical role in making the rogue's master plan a reality. Possibly these minions would be hired/upkept via thievery quests similar to the Fence quests here in SoD, thus encouraging the rogue to become a treasure hunter and loot hoarder in order to maintain his or her empire of hired muscle.
 
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This is way outside the scope of emulated EQ, but I've always thought it would seriously rule to remake The Incredible Machine as an mmo type game. Have all the classes be different objects and all have to cooperate in a 3d world to form parts of a bigger machine to get something done, maybe while meddlesome tinkerers or whatever else also try to interrupt you.
 
My only issue with target-of-target healing would be that situation where the target-of-target suddenly changes, but you still know the original target needs a heal, and now you need to scramble to target them directly. IMO the need to constantly be ready to switch targets at a moment's notice is the most annoying and exhausting part of playing a healer.

On live its pretty cool you have an extended target window thats like 10 or so targets and you can assign all the tanks / important people to them and save it like a spell set so its not so hectic trying to watch All the different tanks. It was the best ui thing i missed when I came back to play a ranger for a bit.
 
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