I for one would LOVE to play as a support deceiver backing up a glass cannon, especially with a Witchblade Tank to pull all the aggro on-screen. With an offense focused WH glass cannon build serving out ass whoopings. I understand this isnt common but im that one guy who loves the MP team building roles and old school feel of party dynamics.
I have even been designing my own idea for an “MP only” 4-player league, which has the players filling “roles”, and building characters within a pre-established set of parameters that must be strictly adhered to. Its nowhere near ready to be implemented, and is intended to be a fun casual format of play with friends. Heres the basic gist, which I feel is somewhat relevant to the discussion since the optics are that no one ever plays this way…
Rogue-like Dawn: Rough draft concept
A Hardcore multiplayer-specific style of Grim Dawn play where each player fulfills a specific sub-class role, designed to emulate the feeling of a D&D party. Each sub-class has its own set of handicaps and gameplay guidelines that must be adhered to. This playstyle is designed to put players at a disadvantage individually, in order to promote a more careful and deliberate cohesion between players and their sub-classes, forcing the players to work together in a group to achieve results that could otherwise be easily attained in singleplayer/multiplayer SC without said restrictions.
This is a self-found game mode, meaning all players begin their builds using only the gear provided on their newly created characters, and gear found during the character’s journey, so long as it is legal for their chosen sub-class. If not, the player must unequip the gear-piece and go without it until a new legal piece is found. Accessing the stash and/or crafting items and gear is not allowed, with the exception of the Alchemist sub-class. Trading items between party members is allowed, however.
At level 20, players gain the option to choose a sub-class variant. Sub-class variants are unique versions of a sub-class which exhibit unparalelled expertise in a specific role or specialty, enabling the character to use gear, skills, and devotions that their sub-class is normally unable to use.
RECOMMENDED NUMBER OF PLAYERS: 4
List of sub-classes and their variants (you can make your own ideas, these are just examples. Feel free to expand on them, or offer constructive criticism, balance concerns, or whatever else) I was aiming to keep it at 4 classes but, lots of ideas keep popping into my mind. I havent gotten around to designing the specs for Fighter, Ranger, or Alchemist yet, but you can imagine what theyd be;
Rogue
-Cutthroat
Wizard
-Seer
Priest
List of universal handicaps and guidelines;
No more than 2 characters of the same sub-class can be on a team. IE; a team can never have more than 2 players using the same sub-class simultaneously (3 Wizards, 4 Fighters, etc). Teams must be diverse and balance their sub-classes wisely, with 2 of the same sub-class being the limit.
ROGUE:
ROLE: Major DPS/Ranged and melee hybrid/hit and run.
LEGAL ARMAMENTS;
Daggers
Pistols
Regular Armors
COMBAT SKILLS/SPECS;
Legal masteries: Nightblade, Occultist, Oathkeeper, Soldier, Inquisitor, Demolitionist
Legal damage types: Pierce, Bleed, Vitality, Acid, Cold
2-handed capable: No
1-handed capable: Yes
Dual wield: Yes
Pets: No
Projectile skills limiter: Pierce, Vitality
Projectile procs limiter: Pierce, Acid, Vitality, Bleed
AoE attack skill limiter: 4.5 meter max radius/target area, Pierce, Acid, Bleed, Vitality, Cold
Aoe buff/debuff limiter: Can only buff/debuff Pierce, Cold, Acid, Bleed, Vitality. No group heals.
Single-target limiter: Pierce, Acid, Bleed
Movement Speed increase: Items, Skills, and Devotions
Attack Speed increase: Items, Skills, and Devotions
Cast Speed increase: No
WIZARD:
ROLE: Glass Cannon/Magic damage dealer/DPS/Ranged
Legal Armaments;
Scepters
Daggers
Caster off-hand
Caster armors
COMBAT SKILLS/SPECS;
Legal Masteries: Arcanist, Necromancer, Inquisitor, Shaman
Legal damage types: Fire, Cold, Lightning, Elemental, Aether
2-handed capable: No
1-handed capable: Yes
Dual wield: No
Projectile skills limiter: Fire, Cold, Lightning, Elemental, Aether
Projectile procs limiter: Fire, Cold, Lightning, Elemental, Aether
AoE attack skill limiter: No radius limit. Fire, Cold, Lightning, Elemental, Aether
Aoe buff/debuff limiter: Can only buff/debuff Fire, Cold, Lightning, Elemental, Aether
Single-target limiter: Fire, Cold, Lightning, Elemental, Aether
Movement Speed increase: Items and Devotions
Attack Speed increase: No
Cast Speed increase: Items, Skills, and Devotions
PRIEST:
ROLE: Support - Healer/Buffer/Debuffer/Chaos and Vitality damage specialist
Legal Armaments;
Scepters
Caster off-hand
Caster armors
COMBAT SKILLS/SPECS;
Legal Masteries: Inquisitor, Occultist, Shaman.
Legal damage types: Chaos, Vitality
2-handed capable: No
1-handed capable: Yes
Dual wield: No
Projectile skills limiter: Chaos, Vitality
Projectile procs limiter: Chaos, Vitality
AoE attack skill limiter: Chaos, Vitality
Aoe buff/debuff limiter: HP regen, group heals, RR, Chaos, Vitality
AoE procs limiter: HP Regen, group heals, RR, Chaos, Vitality
Single-target limiter: Stun, knockdown, confuse, petrify, reduced attack speed, RR, Chaos, Vitality
Movement Speed increase: Items, skills, and Devotions
Attack Speed increase: No
Cast Speed increase: Items and Devotions