Hi!
Im doing a dungeon crawler rpg / tactical game. It's influenced by Darkest dungeon, Battle brothers and tabletop RPGs. You control a party of 3-6 heroes (each has a class like mage, ranger, cleric etc). Fights are started when the party runs into enemies and they are turn-based and units move around on a grid (chess-board style). All ranged attacks/skills reach the entire board.
How would I go about setting class skills for each class? I understand this is a complex issue but any input is welcomed. My idea is this:
- Basic attack (low dmg but cost no energy ("mana"))
-
Weapon-based attack (low energy cost, 4t cooldown. Spear has chance to cause bleed, mace has chance to stun etc)
Class based: - two mid-range skills (medium energy cost, 2-4t cooldown).
- one "ultimate" (cost lots of energy, has long cooldown)
Some classes should be tanky, some DPS, some support/buffers. There is no healing through hero skills but there can be shields and damage-reduction buffs.
Should I just look at similar games and start off by mimicking some of the skills from there? I dont want to be too unoriginal but balancing all this seems like a nightmare if I start from nothing