Stealth Class
The idea of stealth:
One of the most loved styles of play in any game tends to revolve around characters or classes that can become stealthed to overcome obstacles. We see this in all kinds of games, and generally has numerous problems with being considered fair, leading to situations where such characters or classes are improperly balanced and end up either grossly overpowered or disgustingly underpowered. As such, it seems extremely important to stress the concepts of counterplay with regards to stealth classes.
Over the years of playing a variety of MMOs, MOBAs, and even FPS games, any in which an all purpose stealth was available found classes that were incredibly strong or overly weak to "balance" that power. In recent years, we have begun to see some game developers realize this and start making visual cues that alert players of enemies in stealth. I propose a slightly altered version of this, which I have done on many occasions in the past to various game developers. Essentially, a true stealth mode that relies on shadows and fields of vision.
To make this work in a game environment, these "shadow fields" can be generated through a combination of targeted skills, ground targeted AoE fields, line skill shot, flight time delayed effects, or point blank AoE "shadow field" generation abilities. Then the stealth class plays within these fields and has a few ways to move from one field to another. Effectively, learning how to rely on both their class made shadows and those that are a part of the general game design (like near buildings, trees, or bushes). Other modes of moving between stealth fields could include camouflaging that allows movement from one shadow field to another. Through a combination of these and bonuses to damage done when coming out of these effects, the balance can then be mostly retained. Counterplay options include providing opposing classes with the ability to reveal the enemy with similarly delayed skills that have flight time and disperse shadows (like fire spells or effects that momentarily light up an area).
The most important element in keeping this fair seems to be around allowing an engagement between the different players and classes that allows them to interact. Various common themes in other games have involved stuns and other effects that were instant and able to be applied from stealth or invisibility, but this is a grossly overpowered effect that usually means the only way to comfortably interact with the enemy is by outright surviving or using various cooldowns that make things much more binary in response. Instead, all such control effects should be tightly reined in to having very strong visual tells that require aiming or timing to ensure they connect, and furthermore be short enough to not keep overlaps of crowd controlling abilities that completely deny interaction.
Counterplay, is always the key to balancing such design considerations. As an introduction to this concept I shall stop here, but after looking through the game design further will try to build on how this could be implemented into Ashes of Creation to create a truly unique experience that is both fun and intuitive, while being balanced around that idea of interaction. Thanks for reading, and I hope to be able to update this with more thoughts in the near future. Looking forward to seeing AoC in a more finished state and playing it myself in the near future.
- Delofasht