Draegan said:
Draegan said:
The simple fact of the matter is that if a particular segment of content is designed to require, or indirectly results in the need for, a specific subset of skills to complete/defeat then it is designed badly.
Thats not simple or a fact. I disagree completely. If you allow any combination of players complete content then that content would be extremely watered down.
Unless you can give me an example, there is now way I can agree with you.
On the contrary, it is simple. And it is a fact.
Be warned, this is a long post. But you asked, and I am bored. So enjoy.
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The only reason that the current end game formula is so strict, is due entirely to the fact that if it wasn't then large parts of the customer base would be left out of that content in favor of a select few people who chose the right class.
BY DESIGN the class based hierarchy forces 'end game content' (for lack of a better definition) to require the use of X Tanks, X Controllers, X Healers, and X DPS. Because if it wasn't designed that way, the classes who are made unnecessary would likely be left out of that content in favor of classes that are necessary.
Put simply. Because the designers FORCED you to chose a class, they are FORCED to include that class's role, in SOME SIGNIFICANT WAY. Sucking up enormous amounts of time factoring class balance in all significant game content.
In contrast, a skill based system gives the freedom to the customer to chose the mixture of their skills to tackle the content they wish to experience. Freeing the developer to try new and innovative forms of encounters. (And likely many more of them without the need to balance them ad infinitum).
It is only natural that some mixtures of skill sets will make SOME (note, NOT ALL) content trivial,and that some mixtures of skill sets will be all but pointless. But that occurs with class based hierarchies as well, just without the customer being able to change their choices in response.
Why?
Because they are LOCKED into their classes role. And if they want to change it, they must
START OVER.
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Now, in content designed for a skill based system the developer is freer to try much more extreme levels of content swing without fear of alienating the customer base. Why? Because it can be part of the challenge to make the players discover what skill sets work best within a particular game environment, and doing so doesn't potentially alienate (or completely piss off) a large segment of the customer base.
There is already a precedent for this within class based hierarchies. Learning that you need 5 tanks instead of 3, or only 2 DPS instead of 6.. Etc. Etc. However, in class based hierarchies you are saying that out of the 6 customers that chose a DPS class, only 2 of them can participate because for them to play the tank role, they need to START OVER and level up a tank class character to participate. Or wait until their guild redoes the content. Which seems simple enough right?
Well, it seems that way until you take into account the big picture of server balance.
What if 50% of the server's population is DPS? Say, because they are easy to level up.. And what if around 15% of the server's population play Healers? Say, because they are too slow to level up? And the rest of the 35% split relatively equally 17.5% Tanks and 17.5% Controllers.
How likely is it that the AVERAGE GUILD will be able to field 25% of their raid force as healers when only 15% of the ENTIRE SERVERS POPULATION are healers? Let alone COMPETENT healers.
Better yet, the question should be,
what is the likelihood that a developer, armed with the knowledge that around 15% of the average server's population are healers, let alone competent healers, is going to develop any significant amount of NEW CONTENT that requires 25% healers?We are still talking about a FOUR class game (Tank, Controller, Healer, DPS). 25% should not be asking too much.
I'll tell you what is likely.
Many thousands of added developer hours will be spent on BALANCING the necessity of classes with the average customer demand. Which will likely result in the BUFF of under utilized classes and the NERFAGE of the over utilized class in order to make them more and less appealing to new players who only hear how much they rock or suck now. respectively.
Which is ironic, considering that the only reason the customer base chooses to play DPS 50%, or more, of the time is because the developers FORCED THEM to chose one class in which to invest 80 hours of their time into, to begin with. And as a result they chose the
MOST FUN(Not the most needed) class at the time.
Go figure!!
And now that they have invested 80+ hours (often 160+ hours) of their time playing that character they are ENRAGED that they are nerfed and that they are not as necessary as the Healer, or the Controller, or the Tank.
And if they don"t like it their only alternative is to QUIT, or START OVER!!!
Do not see the sheer ridiculousness in this?
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In contrast, a skill based system will free up the customer to choose to change into a more healer centered character when they want, or need, too. This change will not be an instant on the fly change, but a gradual, deliberate change that costs the player a nice chunk of in game wealth, and some time. But this cost is mostly to discourage changing ones skill focuses to often, and a way of training the player to take on their new role.