With the 5 mages group, the boss could deal infinite damage and only them would be able to beat him. The others would fail. This means the mages would be as effective against a low level boss than a high level boss without going through a power growth. All other classes would have to get better gear to improve their HP, DPS or healing to move up
like all rpg the effectiveness of what you do is defined by a stat. its "cc vs anti-cc"
Lets say that a player can have up to 1000 stat points. And a boss has 450 anti-cc. Here is my scilab code:
//Every 100 cc points you increase base cc duration by 10%(additive)
//against an 100 points guy.
//Crowd Coefficient = how much you force players to put points in pvp.
//E.g 0.3 crowd Coefficient = you must have 300 stats in crowd defense out of your 1000 you have in order to pvp well.
crowd = 1000 ;
crowdDefense = 450 ;
crowdDuration = 6 ; //hammer of justice - paladin.
CrowdCoefficient = 0.3;
crowdFraction = ( crowd / crowdDefense )
totalDuration = crowdDuration * crowdFraction * CrowdCoefficient
TotalReduction = 1 - (totalDuration / crowdDuration)
Lets see some use case examples :
a) 1000 cc vs 450 anti-cc = 4 sec stun.
combo : 3 pure crowd controllers (total immunity to boss dmg) and 2 random.
b) 600 cc vs 450 anti-cc= 2.4 sec stun.
combo : 5 mages.
Lv 1 mage vs lv 50 dragon. 20 cc vs 450 anti-cc : 0.08 stun. Mage dies.
Lv 50 mage vs lv 1 dragon. 1000 cc vs 9 anti-cc : 200 sec stun. Mage has fully reloaded his stun in 12 sec and can thus perma stun the boss. crowd control spells are stacking e.g after 12 sec the boss will be stunned for 200 sec = 200+200 - 12 = for 400-12 sec. etc. Perma stun in this game is a valid strategy.
forgot to mention combo 5 glass cannons :
Yes i can have a 100% dmg glasscannon mage, that deals 5.000 dmg in 0.1sec but then stays afk for 12 seconds ( simulates league of legends glasscannon mages). However tanks arent scared of glass cannons because they have 50.000 hp (exponential hp formulas) and can easily win in 1vs5. Glasscannon mages are op against glass cannons because they also have 2000-5000 hp so they can instant kill them in 0.1 sec. (choosing glasscannon = fast fights but tanks beat you)
You may find glasscannons op as 5 glascannons can deal 25000 dmg in 0.1sec against the 50.000 hp boss, then the boss kills 2 people in 12 sec (boss has 330 dps), 3 people left deal 15000 dmg, boss kills 2 people in 12 sec, 1 last mage deals 5.000 dmg and its a wipe. the boss survived with 5% hp what a luck [ but that was to be expected because the boss was tanky and we said tanks win 1vs5 fights]. They would have won if they drinked a single potion or had some more tankiness.
Conclusion:
1) Yes i can have a 0 dmg, 100% crowd control class, and perma stun someone for 10 seconds every 12 seconds in pvp (however i have 1/1 hp now).
2) Yes i can have a tank mage, with 100% stamina = 50.000 hp and be tank. But i will be an immobile tree that cant affect the world.
Here is how boss stat affect the fight : + this class has an advantage. - this class has a disadvantage.
Heavy hitting boss : +crowd control, -healer, -tank, -dmg
Enrage timer : +crowd control, +dmg, -healer, -tank.
Dispel cc, anti-cc : - crowd control.
big hp : +crowd control, -dmg, -tank, +healer
I believe I understand what you are saying, but I just don't understand how it is going to make for enjoyable MMORPG combat, especially if PVP is a very real playstyle within the game.
In my mind every MMORPG will have some sort of magical/physical resist system of which can be used to determine the effectiveness of various abilities, specifically crowd control. It should be as close to healer = tank = dps = crowd control as possible rather than crowd control > tank > healer > dps. I want players to feel like they serve a purpose. That just being what they chose to be is of value.
Current system I am debating on is having a class system with the ability to change your class through play. There would be no instant respecialization capabilities. If you had played for a full year as a Knight, but decided that you didn't want to reroll on a new character, you could go through the initial process of training and selecting a class over again which would take points away from being a Knight. Say you were tired of being a melee, you wouldn't be stuck in a Fighter subcategory like some games as you make no class selection at all until after you enter the game. You could set your Knight abilities to go down and start working on the initial skills towards becoming a Sorcerer. The two options for design that come to mind would be 1) When you become a Sorcerer you lose access to your Knight abilities or 2) Your Knight skills will go down as your Sorcerer skills go up, but you do not lose access to the Knight abilities until their skill level removes the abilities from your available abilities. The first would be like starting from scratch, but you maintain your character level/attributes giving you a step up on rerolling entirely. The second could lead to a Dual Class system. I feel the Dual Class system may bring forth balance issues in PVP so avoiding it may be the best way to go for a first time designer.