Class Synergy Concern
So I wanted to hear other opinions on my take away from the Synergy showcase. Please understand that I am not saying Intrepid shouldn't implement the synergy system, I am just concerned about how it seemed to be explained.
So in the recent Dev Update we got a taste of Synergy between classes, in the form of a "Stagger" condition that when applied multiple times by different players, progresses the affect into a stun. I love the concept, but here is my main concern...
With every class potentially having skills that all provide the same affect, would this take away from class identity? And is it a boring system (in its current presentation) to be as simple as adding spells with the same conditions together to level up conditions?
Obviously things will need to be tested, but I feel like all classes synergizing by adding the same conditions together is a underwhelming design. When I hear "Synergy" between classes, I think different affects between different class combos, such as Mages AoE's on friendly tanks granting them protections against that element if the tank is also channeling a defensive ability at the same time, or a rogue dealing increased damage with a backstab to an enemy pinned down by a ranger. The only drawback is not only would it be difficult to design for the amount of abilities Intrepid is claiming to be working on for each class, but it would also be incredibly more difficult to balance.
A constructive middle ground suggestion I though up was basing Synergies off of class Roles, and damage types. (Summoner is up in the air to me, not sure what category they will be in but I am assuming Magic DPS.)
-Support (Clerics/Bards/?Summoners?)
-Tank (Tank)
-Magic DPS (Mage/?Summoners?)
-Physical DPS (Fighter/Ranger/Rogue)
Focusing on role types for synergy seems to me like a much better choice to maintain class identity. To further emphasize the roles, each one that procs would also have a specific type of focus. And the proc would be based off of the initial synergy activation, and potentially have options depending on the secondary trigger. And these are just ideas.
-Support - Healing procs for allies, movement procs for allies, Combat buff proc for allies.
-Tank (Tank) - health shield proc for nearby allies, AOE CC, Threat gain, Damage debuff for enemies
-Magic DPS (Mage/?Summoners?) - Explosion AOE's, Mass Fear, AOE Slow, Resource Regen proc
-Physical DPS (Fighter/Ranger/Rogue) - Movement procs, Damage AOE's, Blinds, Damage Over Time procs, Stuns
Just to give an example, if a tank were to use a synergy affect, and Magic DPS used its synergy with it, it could proc the AOE CC. While if a Support role was done in place of the Magic DPS, it could proc the health shield for nearby allies.
Please let me know what you think of my take, and again understand I know everything should be test, but I also feel like this is an important thing to address seeing as classes and archetypes along with the identity each has for playstyle is an major selling point for this game. Hope you enjoyed more of my ramblings!