Thoughts on the trend of games limiting the amount of spells/abilities that you can use at any given time? Like GW2 or what Wildstar is doing where you essentially assembly a series of abilities to bring with you to combat. I highly prefer a system where you don't get ability bloat where you have to manage a host of 15+ abilities at any given time all on separate cooldowns..
This please. Seriously, fuck not having enough hot keys even when I'm using an esdf config AND every modifier. I'd love to hear thoughts on the direction you're going with this. Personally, I love the style of only being able to slot so many abilities, or having a very limited number of abilities--but maybe making those abilities do different things in different situations. Again, like drawing on TCG--where cards are not only used on their own, but also in combos and depending on what other cards are out. It can create a lot of variables from a small number of inputs. So the emphasis on using abilities is not spam, but rather how you use and exploit their strengths (IE Strategic, I'm going to whore that word out, a lot).
This goes with the multi-classing aspect, too. One of the things, for example, that League of Legends does pretty well is allowing for changes over time in the power of champions depending on other champions--so a champion that's underpowered one day, might become very strong if the meta changes and the champion he counters gets used more. It's hard(er) to do this in a PvE game, because you run the risk of the dreaded "bane weapon" syndrome. But if certain spells act different depending on who else is in the group, or what they are using or even what type of mobs your against or what spells they are using? It allows for you to make a lot of abilities, but still keep classes focused on one "archetype" and a very small subset of abilities at any one time--which also rewards experimentation (
For example--This dungeon has X, Y, Z special features, my group has A, B,C classes--So I have a few specific nuke spells that might be more effective in this type of group, than otherwise. Off the top of my head, say you're a wizard in a mostly melee group without support for mana regen ect. So you swap to more effecient spells and luckily you have a drop spell that does something special when melee hits the mob, so you slot that in too (And if you want to get real complex you can add in a lot more variables). I love games that really emphasize the strategic like that--I understand not everyone does, but I always thought in EQ it was a sign of a great player when they knew what spells they could and could not use depending on the group comp.
Easier said than done, I know--but it would be exciting if there were more strategic elements put back into these games and not simply a focus on how classes act within the tactical realms of just the fights.