The problem so far (beyond the amateur hour Unity stuff) is that we don't have the slightest idea of what kind of game we could get (in an ideal world) from Pantheon. Beyond a game with fiery avengers in the hand of rangers and purple mushrooms.
And it's been a couple months since I've designed a MMO, so I'm going to scratch my itch here. It's the equivalent of jacking off into a used kleenex, but who cares.
(if the Pantheon team wants to steal my ideas, feel free. No strings attached, I hereby grant a permanent, universal, non-revocable free license for this intellectual piece of non-property)
So, you have a group-oriented, old-school-feeling game called Pantheon. What is it about?
Background: You begin as a youth of whatever race, born onto a plane in the infinite Multiverse (all zones). The tutorial intro basically smashes your old life: your drunk father kicks you out, or your whole family dies and the house is seized for back taxes, or you're kicked out of the Army for an incident, or whatever. You're led to an encounter in which you get to accomplish an impressive deed in front of witnesses, and you get to feel the confidence those witnesses get in you (even fleetingly before they die horribly). You can't change who you were, but you can become more. Much more.
Your character's class is based on the Elemental Affinities: Chaos/Order, Earth/Air, Water/Fire. You have an affinity value for each element. Your class is based on your two highest affinities (except for opposite ones; it takes the third highest instead of the second).
Order: Buff
Chaos: Debuff
Earth: Tanking
Water: Healing
Fire: Prolonged effects (dots)
Air: Splash effects (aoes)
Order+Earth would be "Stone": it's a class that combines buffing and tanking. So yes, 12 classes, 4 of which tank, 4 of which heal (including one who does both) and 5 of which are mainly support.
You have a deck of "cards". You can place 10 passive and 9 actives on your bar (the 1st active is always the autoattack for your weapon). You can equip 6 elemental card, 3 base class cards and 1 elite class card on both bars (6 elemental passives+5 elemental actives; 3 passive+3 actives base; 1 elite passive and 1 elite active). You get the elemental cards by levelling, you have to seek out the class cards in the world (later).
Each skill(card)'s effect depend on your level and elemental affinity (sum of both for class cards), you can improve your skills by levelling, getting more character affinity or gear with +elemental or class affinity.
The main levelling mechanic is Trials. Dynamic Events/Bosses that are aligned with an affinity or a class (events are elemental-based, bosses are class-based). Success of an Event gives you the opportunity to gain affinity. Elemental based trials give you 100% of their value in their main affinity, or 50% of their value to either of the two elements on both side of the element in the element wheel. For example, you win a low level Chaos Trial, you can take +10 Chaos, or choose +5 Air or +5 Fire. When you gain affinity, you lose 33% in the opposite affinity; if you took +10 Chaos, you'd lose 3 in Order at the same time.
Class Trials work the same except that both elements of the class have 100% of their value; the third choice at 50% is either the one between the two, or a random one to one of the sides in the wheel. If you don't want any of the choices... you lose the affinity gains. Your choice.
Note that you can strengthen your base affinities, or take on different affinities and thus "reroll" your class if you're dissatisfied with it.
All trials can also reward you with Faith. Faith happens when any intelligent entities witnesses your famous/infamous exploits. The more witness, the more Faith is gotten out of the Trial. That means that winning a Trial is only half the battle, winning the trial with as many surviving witnesses is important. And if you fail... you lose faith.
(you can also get some Faith outside of trials. You can fight bandits and impress them before slaughtering them. The more bandits in the fight, the higher the faith gotten from killing one you get. But that's small potatoes to trials - you need to kill bosses)
Faith gives you levels, which unlock elemental cards and increase stats. You can lose levels (and reduce your card effects), but can't lose cards/stat increases.
As you get more and more faith impressed into you, you change, take on the elemental aspects, and basically become a god. Visually, you take a skin related to your class, with boots/gloves/head/shoulders/weapon remaining visible. You're Stone, you look like a granite version of the Thing. You're Fog, you're a cloudy mass with just that equipment visible. And so on. Oh, and you take "of the Stones", "of the Void" etc at the end of your name. Makes it easier to guess your class for dummies.
This happens at about the level where most of the interesting trials require a group.
Class trials can also reward you with class card at random from the appropriate difficulty. Half the base class cards can be gotten from solo trials, half from small pantheon trials. A third of the elite can be from small pantheons, the rest from full pantheon trials.
Pantheon? That's what happens you get multiple gods working together. A pantheon is a group of different gods together. Small pantheons are 3-4 gods, full pantheons is 12 gods together (that's raids for you modern talk-challenged). See, the game's name is now justified.
In a pantheon, if two or more gods have the same class, all but one can "sub" as any other classes that aren't in the pantheon yet. Basically, this swaps your current bars to the class-version of that bar that you can build from your elemental cards, or any card of that class you got from that class' trials (you can get Stone cards from a Stone Trial, even if you were a Lightning god doing that). Affinities are swapped (you retain your current affinity levels for the effectivity of your new skills). So, if you have two Void gods (Chaos+Air, aoe debuffers with damaging and debilitating auras), one of them can decide to sub as a Stone god to tank. Gear is not class-restricted, but its efficiency for a given class varies.
Here you have. The outline of core game mechanic for a Pantheon: Rise of the fallen (whipping boy).
See, it wasn't too hard?