Mr Creed
Too old for this shit
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Some version of this is exactly what I think is needed. Imo removing roles entirely was a mistake in GW2, with hindsight. It turned everyone into "just" dps, and with their not-so-great buff system even support is best dps. Instead, I would cut dps as a role and allow all classes to do that equally well. Each class does need 1-3 other roles to fill so everyone is wanted in groups, but it shouldnt be for the dps as far as the class abilities are concerned. The difference to GW2 then is that healers, support, crowd control and tanking exist, but all of them are expected to also contribute some dps (how depends on role, doesnt mean everyone swings an axe between doing heals or CC).Yep. A PVE game needs sharply defined roles in a group, or it degenerates into a every-toon-for-itself-dps-fest.
What a game does not need, however, is a "DPS" role. You have between 3 to 6 core roles that are required: tank, heal, CC, pull/scout, buffing, debuffing. But nobody is "a DPS" because DPS is a filler: it's what you put in your group when you've got your roles, and that's pretty much it. So, by design, everyone should be able to DPS about equally, AND then fill one main role and one secondary role.
If you assume that tank, heal, CC are the primary roles, and pull, buff, debuff are the secondary then you'd get something along the following 9 class breakdown:
Warrior: Tank, Pull
Paladin: Tank, Buff
Shadowknight: Tank, Debuff
Cleric: Heal, Buff
Shaman: Heal, Debuff
Druid: Heal, Pull (why not? They were quad kiters, remember?)
Enchanter: CC, Buff
Necromancer: CC, Debuff
Wizard: CC, Pull
Your group needs 3 of the main role (tank, heal, CC), and 3 of the secondary roles (pull, buff, debuff). And without "switching specs"; your Cleric is capable of doing MT healing AND doing the same DPS as the wizard. You get the benefits of sharply and instantly clear roles (I join a group, I notice a warrior and a SK, my only question is "who's the MT and OT?", not "what's your spec?"), global soloability (with tanks the... best soloers?), and interesting group dynamics (You can have a group with 2 tanks, 3 heals, which is very different from a group with 1 tank, 2 heals, 2 CC).
I do think tanking and healing became to extreme as games like EQ or WoW aged, to a point where if you arent a tank-specced plate class, it's one-shots for everyone. I think that is to be avoided and the difference between tanks and non-tanks in pure mitigation/avoidance should be smaller, but tank should have the tools to manage agro better then other classes.