I've hit a bit of a roadblock. I pride myself on creativity but it seems to be failing me at the moment lol. I'm still in the brainstorming phase of my game where I'm thinking of fundamental concepts rather than worrying about implementation. My current area of focus is with fighting archetypes. This is for a real-time rpg game, so there's lots of freedom with how the character can play.
My thought is that most fighting archetypes fall under the category of melee and/or ranged. And then different flavors emerge from this such as the warrior or rogue archetype. Here's a list of some rough archetypes and an arbitrary label I give them:
Melee:
warrior - all around in health and damage dealing
rogue - low health, higher damage and mobility
tank - high health and defense, low damage
Ranged:
mage - usually low health, high range, high damage but a glass cannon
priest - usually low health, high range, low damage in exchange for powerful healing abilities
summoner - unique class that gets minions to do damage
What other archetypes are there that you know of? Or if you want to look at it differently, what styles of play are there? By this I mean that one basic style of play is doing constant similar damage attacks. While another style of play is doing mostly low damage attacks building up to a high damage attack. Another style of play is using attacks in a certain sequence to get the most out of them, I guess like combos.
My overall goal is to think of as many archetypes and styles of play as possible. I know this is a rather abstract topic and I'm having trouble fleshing it out, but I do appreciate any and all input you guys have! If you'd like to approach this from a completely different viewpoint then what I have described, please do so! I may not be thinking outside the box enough with my approach.