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I think most people agree that caster damage got out of hand post-ToA. Especially hib-casters with their stun-nuke capabilities became nasty to say the least. I want casters to play a part in this game, but I don't want them to become the gods they grew into. When my brother's RR5 Runemaster two-shotted a RR11 enemy caster in less than 3 seconds I actually felt sorry for the other guy (only for a few seconds before I remembered how many people he had to have killed to reach that rank).
The question is how to make casters fun and playable without making them gods. I have been thinking about a system where a caster can begin casting a base spell and add features for as long as he dares. This would have to be done in combat, not pre-fight like the warlock. The base spell would be ready to cast pretty quick but does little damage, but if the caster is left alone he can add more damage to the spell before releasing it. Alternatively, a snare/mes/stun spell would have a base with one target and short duration (acting mmore like than an interupt than a traditional CC) and additional features like longer duration and/or larger area-of-effect can be added.
I think such a system can make caster powerful if they are given time to concoct their nastiness, but also give them the option of playing more of an interupt game with the enemy.
Something similar could be done with archers where they can hit harder if given the time to aim properly (not crit shots from stealth included).
Another interesting feature could be to add a archery spell system similar to Mount and Blade's system. There is no spell in that game, but archery works that you have to aim manually (not tab-targeting or click to target) and you skill determines how close to the crosshairs the arrow flies. Spells could work in a similar fashion. The FPS system could pose a problem for people playing in third-person-view, but there might be ways around that?