Large scale Teleportation and sumoning restriction for clases. (EDIT: on numbers, not distances)
From the point of view of an mmo, with an active pvp and a player-driven economy, the advantage that teleportation provides makes a big difference to the game experience, it is a very powerful tool to avoid dangers or simply save a lot of time. Teleportation should exist, but the way in which it is controlled is not to my liking.
In my opinion teleportation and summoning should be abilities tied to a skill, an ability contained by combining two classes, that improves as you use it and level up.
For example teleportation could be the signature skill of the Archwizard, appearing in his list when acquiring the second class, at first he could only use it to teleport himself a few hundred meters with a more or less reduced CD, and as he levels up and can increase the CD and distance, but to fully improve the skill he should make use of it, eventually developing a skill that can teleport a small group of people to a great distance.There we have a problem, since you can teleport people to other location and let them do safer and faster trading. ¿ Why dont we add a resource bar called arcanum, the source of magic that fuels the teleport and give items on the players a value. The more valuable the more arcana it consumes, making tradable items wasting a lot of arcana, taking aside the equipped/attuned items? you can increase the consumption of arcana based on distrance too, and number of players.(just to prevent a player teleporting with lots of selling goods)
We could do the same with the summoning, a signature skill of the conjurer. Unlocked when he chose hes second class, at first he will only be able to summon people he knows (we could look at a system to see which players are in party with him most often.) and at short distances. Through levels and constant use he can increase the range and reduce the CD or even have independent charges so that he can summon someone every 12-20 minutes but if he hasn't summoned anyone in 1 hour he could have 3-4 summoning charges. The variations on skills like these are endless.
Now for example we could follow up with another random class, for example the assassin, it's a bit different class (nobody likes to have melee dps near tanks). Why not give him signatiure spell too? I know some of you will say to give him an ability that does much more damage (STONKS). But not today, im looking for a unique utility skill on every class , just 1 and just for utility. What if we give the assassin a skill that is both active and passive, a passive to detect traps in dungeons, and when activated can highlight secret entrances or hidden levers or even secret activables in the rooms of the boses that would help us keep the boss at bay, for example in a final dungeon against a giant orc the rogue's skill could highlight an area on the map and when pressed the highlighted area drops a giant lamp from the ceiling that causes massive damage to the boss and stun him briefly, or even prevent some attacks of the bost or creates an area where the party can be safe when the boss deals an area skill, making the assasin a class usefull on the party and not only a guy doing dps.
I would like to see what others think and give ideas. Shomething like a shadowmancer signature skill that alow him to use his shadow as a clone and walk with him to see whats on the next stance of the dungeon without pulling.
Sorry btw this is my first time ever posting a discussion on english