The class-role system constricts champ design too much; they should just scrap the whole idea. Let a character's abilities fit the character, not their archetype.I'll accept that it's too late in the game to just scrap it, but plenty of science characters could nullify buffs, and many skill characters could break armor, and etc.
The class-role system constricts champ design too much; they should just scrap the whole idea. Let a character's abilities fit the character, not their archetype.I'll accept that it's too late in the game to just scrap it, but plenty of science characters could nullify buffs, and many skill characters could break armor, and etc. What does "nullify buffs" even mean tho? Outside of mcoc, "Scarlet Witch has the ability to nullify buffs" is a completely nonsensical statement. Yes, a champ's abilities should fit the character first and not the class. Absolutely agree, don't force abilities on champs that don't fit them. But easily 80% of characters have powers that can't be translated 1:1 into the game. I think it makes sense to base how stuff like matter manipulation or chaos magic works in-game on the class a champ is in, and not just what the champ could realistically do with it (in this example that would be literally anything they can think of). Otherwise the game would either be incredibly chaotic, with all kinds of powers working in random different ways based on nothing but dice rolls, or Dormammu would be the unquestioned Contest Kind for all eternity.
@Raichu626 I'm not looking for a 1:1, though; that'd be impractical. Champ abilities inspired by a character's attributes first, then the archetype.The whole rock-paper-scissors thing is fine until you have too many rocks and run out of scissors. Then you either gotta settle for some janky novelty scissors you found at the thrift store, or you start labeling your excess rocks as scissors.Rocks don't make very good scissors.