USABILITY OF THE 'MAGICIAN' CLASS?

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I was just browsing some MMORPG game videos and sites, and I began to question a certain staple class: The Magician. In most games the magician is regarded as the staple long-range damage dealer, incredibly fragile but incredibly damaging.

But when I tried to line them up against the other classes, some things didn't seem to make sense.

For example, when comparing them to Archers, another long-range damage dealing class, the Magician in most cases seem to do the same thing, but better. And then a lot of games try to play it off by making Archers specialize in debuffing and laying status ailments on the foes (sometimes redundant when a lot of MMOs make status ailments super weak, that it'd be much faster beating it to death than bothering with them in the first place), or just making Archers run around slightly faster; it doesn't seem like a fair tradeoff.

Some games claim that Magicians are able to hit the elemental weaknesses of enemies, making them a superior choice for the pros. Which... was a strange thing to me, because a lot of games don't have a way to tell you what the mob's elemental weakness is, nor do they make it very rewarding like in games, say, Persona. You get a 1.5 damage boost, uh, that's it. It's even worse when most games give a Magician skill tree that eventually branches and focuses on only one elemental type. You're almost guaranteed to be doing normal damage for 2/3s of the game (and sometimes you still do more than Archers).

Some games intentionally make their Magician classes expensive to play with the heavy reliance on expensive MP Pots. A game that did otherwise and got my thinking going was Onigiri Online. They advertise their game really badly by focusing on the wrong bits, because there are some really creative game elements in there. Their mage classes have their Block command replaced with an MP Charge. And I thought it was genius! Allowing mages to fight at the same usability as other classes that would be able to still fight had they no MP.

But then I thought maybe some players really like that, it being an expensive class. They could play with another easier class, get cash, then switch to the Magician for more... Erk, no, it doesn't seem so great that a whole class was singled out just for 'replayability'. Not only does it claim Mages are like a master race, it makes it seem like the point of the game is to ditch your beloved Warrior class for the expensive Mage class because that's what your money's for. Is it justifiable to have a class reliant on spending money on potions just to fight consistently?

I rambled a bit, sorry.

But basically I'm just questioning how Magicians are designed in so many games. I get that people like playing a certain class in most games, no matter how disliked they are (I'm a Sword kinda guy myself), but all classes shouldn't fulfil the same role but just with different armor and skill animations; neither should they be given a clear advantage over another class (Magicians and Archers).

What do you guys think of Magicians in games, MMOs and not?

Are there good examples of well-designed Magician classes out there?
In ffxiv archers are one of the most powerful. They can shoot arrows without casting animations(so they can keep moving and dodging attacks) and they are combined with bards. Their buffs are actually amazing and their debuffs are decently useful. Mages can give themselves a status effect that boosts their MP regen to get like 20% back per tick. So when you run out of MP you switch to Ice status and your MP goes back to 100% in a short while, then you switch to Fire status and shoot fire spells for major damage. Repeat. No need for potions.

Archers usually have high agility, so dodging, and their attacks are physical. Whereas mages have low def/agi, and their attacks are magical. Plus they have an MP cost. Regardless of how they regain MP, they need it to cast a spell. An archer rarely even needs arrows, although some games put that in. Some enemies will be resistant to one type of attack(magical/physical), and mages can rarely do things on their own. They rely on the party to protect them. Archers aren't tanks, but in most games(like Baldur's Gate) they can survive by kiting enemies and shooting them from far away. If you try that with a mage you usually stop moving when casting and you'll be constantly managing your MP. RPG's would be a little different, but few RPG's have single character parties so their individual performance doesn't matter.

So I think they are usually different enough. A mage's power is offset by his defensive weakness/low hp. That's the big difference.
The magician vs archer thing looks like a classical problem with two classes with the same role. The more similar to each other two classes are, the easier it is to compare them to each other and consequently also to spot if one is better than the other. Comparing a healer to a DPS class is all but impossible, but comparing two healers or two DPS classes is a piece of cake.

I cannot think of any well designed magician in particular, but my opinion of the magician is that it should to a greater extent than other classes rely on it's skill set to stay alive. While the warrior can stun an enemy for one turn, the magician can put an enemy to sleep for several turns. This makes the magician's crowd control skill more powerful. On the other hand, the warrior is tougher and can take more fire. This means the warrior doesn't need (nor have) as strong crowd control as the magician. An archer could be somewhere between, although there should be more to a class than being somewhere between two other.

I do not like the idea of MP potions. Often they just defeat the purpose of even having MP in the first place. It's also very rare that there's a well though out logic behind how much MP you have and how much MP you need to spend. If a game even has MP, you'd think the idea is that your MP will be enough is you spend it wisely, but not if you spend it foolishly. My experience is that this is not the case unless you count "don't waste it on 2/3 of your skill set" as using it wisely.
Well, that's the usual problem when you try to have a balanced MMO versus class differences.
Most of the time archers seem to suck. Because they usually don't come close to their mage counterparts and they don't profit from their higher agility and defenses.
Most MMO design is fairly straightforward and boring in that regard .. it's all the same in green, blue and red. But how are you supposed to make one class potentially stronger than the others without it resulting in an "imbalance" in the system? Even if it were only PvE.

Yet what difference do these classes make?

If you take more action orientated game, the style of play is different rather than just focusing on the damage output.
The main difference of caster and attack damage classes in LoL for example is mainly how you counter them (with which items), and that one is more cooldown reliant than the other.
With the surge of assassins, the two have come fairly close, though.

Whereas in games like diablo 2 (for reference, haven't really played the third), it's firstly a case of which equipment you can use, how you defeat enemies (different movement and attack patterns), and that some classes need good equipment to work.
The sorceress is in this case a fairly good starter, as she can teleport without expensive items and has a good base damage output, but has the disadvantage of not being able to defeat all kinds of enemies by herself (as enemies get resistent to 1-3 elements .. and you get 2 at maximum)

In a more interactive environment, you can clearly define their uses.
Trine does this very well - the mage has barely any fighting power at all, bare trapping enemies in cages or lifting them to some dangerous environment (like man-eating plants).
The tank has a protective shield, strong fighting capabilities and can destroy things.
The thief can shoot arrows, has the utmost mobility by swinging around with her hookshot and can go into stealth for a short period of time.


I find the approach Trine had most appealing. It defined their characters and they were all very important and offered different ways to achieve the same objective.

But it's hard to do in a restricted environment. So the difference in "play style" is what should make the difference.
SMT and Persona games have a fairly nice system, in which physical damage plays into the weaknesses as well as status ailments .. it also offers a more dangerous playstyle (as magic gives you magic defense which strength does not), but also has more potential damage (as you can crit).
It allows to deal more damage muted/while conserving MP and to exploit combinations with magic (auto-crits on frozen enemies, for example).
(we don't have a difference between archers or any of that sort, there are different attack typies in P3, but it didn't add any depth)

I can't seem to find a good solution for this.



LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
It's fine to have two (or ten) classes fulfilling the same role if they really do play differently. One class using MP and being 20% stronger while the other class's skills are free and 20% weaker isn't meaningfully different on its own, though. The old Dragon Warrior method of wizards getting abilities while physical attackers get equipment is meaningfully different but boring as hell - each class misses out on half the game (one has no gameplay during combat, and the other has no gameplay outside of combat).

In games where there are multiple magic-user classes, there's often still one class that's just the generic wizard. This often falls flat compared to the alternatives that have real gimmicks, like the demon summoner or the time mage. However, I've seen it done well, too. World of Warcraft's mage class is perfectly fine, for example, using a lot of spells that work as fuel for other spells or power other spells up, and having access to several big charge-up attacks, which gives the class its own identity and plenty to do in battle. Etrian Odyssey is a game built around learning the dungeon and continuously exploring it, so in that game the mage class's strict MP limit and ability to hit elemental weaknesses are both extremely meaningful and appropriate - the class rewards players who have successfully learned about the enemies, while penalizing players who misjudge the time they'll be spending in the dungeon and waste MP.

One of my own games has a wizard class that revolves around elemental weaknesses and MP management. It can spend AP on passive skills that improve the damage it does to enemies when hitting their elemental weakness, or ones that reduce the MP cost of its skills permanently. And it starts with an ability that lets it draw and store a very limited number of spells from enemies, allowing it to cast those spells with no MP cost. However it can't control which spells it draws, and it can only hold a small number of spells at once, so the player must often choose between hitting the enemy's weakness or spending no MP. The class also has access to HP<->MP Switch (with a long cooldown), temporary turbocasting at double cost (including costing two drawn spells), a self-buff that makes all spells briefly free (with a long cooldown), and one spell that costs more MP than it's possible to ever have. This all cements its role as the "MP management class" and hopefully makes the MP management much more interesting and meaningful than it usually is.
Archers:
- High agility, high crit, not many AoE skills, high accuracy, status effects, not quite as fragile, higher hit speed

Mages:
- AoE skills, fragile, usually basic damage (no crits), spell cost, elements, high damage output

That's different enough, I think, to make both worth the bother. Of course, you can always add a twist to either ability - say give quivers of elemental-based arrows to the archer and make mages more flexible by allowing them to customise their spells (within reason, of course).

Some like playing speedsters with high crit rates (me), others prefer to have the ability for crowd control and AoE. The ability to choose is nice.

On a very basic level, I usually see Archers as a high DPS class while Mages are high burst. Everything else tends to stem from that, though, the examples that come to mind are mostly Korean, so maybe it's a Korean thing...
Mage's have always been the Rock, Paper, Scissors, gimmick that most other classes didn't have to worry at all about.

This gimmick is usually what makes them powerhouses, for doing 2x damage to a foe who is weak to spell being cast.

But the MP system is what in my opinion is executed very poorly in RPGs. It usually just punishes players for playing the mage character correctly by "wasting" precious MP especially on trash mobs.

99% of the time a mage who is out of mana is a useless mage and hopes to the gods that the player supplied some MP potions for them so they can be useful again.

I'd like to see Mage spells cost 0 MP for the most basic of spells (fire, thunder, ice, water, etc) and those spells generated MP to be consumed by more powerful spells similar to the TP system for melee classes.

Or maybe just have spells on cool down timers instead of really high MP costs. (cool down timers crossing over to future battles and not reset on battle end)

Just something that doesn't make them at the mercy of consumables or using Defend each turn until the boss battle finally shows up.









LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
In theory, having the strongest attacks but only being able to use them in emergencies, by requiring precious hard-to-restore MP, is probably a perfectly okay class design in many games. It will make it so players can choose between having an easier time on either the dungeon or the boss, depending on whether they bring a mage or not. That is totally a legitimate decision.

What's not okay is making it so the mage has nothing to do during the 75% of battles where he can't spend MP. Normal attacks for 20% as much damage as the physical characters might potentially be balanced, but it's still hella boring. Some sort of slow MP-building mechanism that lets them use one of their big skills every 3 or 4 battles would be better, I think, especially MP-building is actually interesting.
If cooldown doesn't reset between battles, you're just encouraging the player to kill all enemies save one and then just defend for a few turns.

The problem with the offensive mage is often that the spells aren't necessary, just convenient. This means that limited MP isn't a question of using them smartly or losing (or having to retreat from the dungeon, which most early limited MP RPGs allowed you to do instantly), instead it's a limit to how long you can fight in a convenient way.

The elemental weakness system is also usually poorly executed. You have a fire spell, a lightning spell and an ice spell and you encounter an enemy that's weak to lightning, but resist the other elements. Which spell will you use? This is just an insult against our intelligence.

The solutions seems to be everything except making the spells require thought.
pianotm
The TM is for Totally Magical.
32388
Have their main attack be magical. It doesn't affect whatever formula you're using to determine how their other magic is being used. Make this attack as strong as the guy or girl swinging the sword and shooting the bow. Instead of a staff (which for some reason does nowhere near the damage as a sword when I've seen them do a shitload more damage than a sword in a practice arena in karate classes, and you can't tell me those staves in the games are magician's staves. They add nothing to the magical ability and channel nothing), have him or her standing up their with a spell book shooting fire missiles.

Secondary magical abilities work on something like MP but it doesn't deplete and have to wait until you chug an inebriating substance (you DO know what ether is in real life?). It's like a few uses, like having a cooldown period, but it only takes a few seconds and you don't have to wait until you're fully recharged: you can shoot off a few curses or enchantments as the mana comes back up. Of course, that depletes it again.

Also, they have defensive spells going that protect them from damage. As mana depletes, the defense gets weaker, until it's gone and has to wait for mana to come back up.

Anyhoo, that's my idea for how a magic user should work.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yeah. People checking the forums looking for simple, generically applicable ways to make their games more complex and unique are likely to be disappointed. Examples of games that did it well and explanations of how they did so are still really helpful though.

The spells-per-day system in the NES Final Fantasy games was nice. Much better than the MP systems in Dragon Quest and later Final Fantasy games. It gave mages enough basic spells to last through an entire dungeon without letting them use their good spells on anything except the boss ,and dire emergencies. This meant that mages didn't feel the need to avoid spellcasting on normal battles just to conserve MP, which leads to boring gameplay. It also helped ensure that their balance of "good on hard enemies, bad on easy enemies" was maintained. It also made the choices more complex. Mages in those games had a lot of other problems, but I feel like the spellcast system was better in at least this regard.

The idea of giving them free signature spells that don't cost MP would have a pretty similar result. Like the FF1 method, it would let you cast some spells all the time and make you save other spells for the hardest battles. The difference is that FF1's method turned your former big-damage limited-use spells into your semi-freely-usable signature spells as you got new tiers of even stronger spells. That creates a really nice feeling of power progression, but is harder to balance, because the parts of the game right before and right after you get a new tier of spells will break your mold (though that differentness can help break monotony).
Well in their defense they DID give black mages a way to generate MP all by themselves in the past.

Osmoses: Drain MP from a foe if they happen to even have MP and consider yourself lucky if this recovers 1% of your max mp.

hehe

edit:

be nice if they made it do something similar to this instead

Osmoses: Does damage to the foe based on the user's current MP. the less they have the more damage dealt. The user generates MP equal to half (all?)(random?) the amount dealt.

LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
The ability to freely restore MP isn't inherently a good thing. It *can* be but it completely changes the gameplay pacing of the entire game.

In 99% of RPGs, normal battles in dungeons pose no actual danger - the only challenge in them is trying to conserve the most resources possible. If you make it possible to replenish your resources mid-dungeon, then the normal battles become totally and completely devoid of gameplay - nothing you do in them has any effect whatsoever, the same outcome (victory without any cost) is guaranteed no matter what you do. To counteract this you have to make the normal battles far more difficult, so that each one is as hard as a boss battle and cannot be won unless the player fully utilizes their resources. To get away with that you have to drastically reduce the number of normal battles per dungeon, and make each one longer.

In the end you end up creating a complete different type of game, which completely lacks the resource-conservation that makes up 99% of the combat gameplay in most RPGs. If you change the entire purpose and goal of 99% of the battles in the game you're not really even making the same genre of game any more. I'm not saying this is a bad thing - it's what I'm doing in my game! - but don't suggest that it's simply an improvement either. It's a categorically different approach.
If you balance out the typical weak physical attack by adding a drain MP effect, you then give reason for your mage to attack. Add other effects to the weapons themselves like stun or poison chances and your mage becomes a physical helper as well as a magical one. They'll still do a lot less damage than your other characters but they're both restoring the MP they need in order to be heavy hitters and helping out by affecting the enemy in negative ways.
Ugh...it's done wrong so many times...

Freakin' Phantasy Star Online...Mages/Forces were a money sink in that game. You had to also be running a Hunter or a Ranger to generate money to feed your Force's endless need for MP. -_-

I try to work around this in my own design. I like having all classes depend on MP and unless it makes no thematic sense I have that MP regenerate slowly so that you don't always need to spam pots. I've always hated mages being screwed over by the system.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
I mean, you also (usually) (probably) don't want mages to just work like physical characters who use a different stat to deal damage. I see a lot of games go to that extreme instead. It makes the distinction boring and pointless.

There's a happy middle ground somewhere, where mages are unique and play very differently from physical characters, and yet they're still balanced against each-other. Try not to do it Dragon Warrior IV style where only mages have abilities and only fighters have equipment.
I would strongly suggest that rather than starting with an idea of how to solve the problem with mages, ask yourself how you want them to play. How do they differ from damage orienter fighters in terms of how they play? Do you want the player to have to household their MP and if yes, then how do you envision the player should do that? Then figure out a system that accomplishes your goals.

Starting with an idea like "lets give their basic attack an useful property" may end up not solving anything or creating a new problem.
author=Aegix_Drakan
Freakin' Phantasy Star Online...Mages/Forces were a money sink in that game. You had to also be running a Hunter or a Ranger to generate money to feed your Force's endless need for MP. -_-

I've played many FO's in PSO and all you need to do is pick up gear drops and sell it to make money to buy all your 'mates. Also, use weapons to boost your spells and use the single target ones more than the multitarget ones.

I don't disagree that they are costly, but you certainly don't need to run a second character just to support it. You need to play more efficiently.
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