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lobotaru's Avatar

12.28.2012 , 02:11 PM | #1
I think a lot of people would agree with the statement that repeatedly spamming heals or being relegated to a meat shield can be boring and repetitive. Even if they do not, I'm sure that they would consider a system that rewards adapting to the current combat situation superior to one where combat follows a nearly identical formula for each encounter. Even more people would agree that taking on the role of healer or tank is being a good Samaritan, as they suffer in the soloing department for their choice. My advice is to just get rid of the old tank, healer, and damage dealer scheme. Instead, let everyone be able to do the same level of damage, but have the option (depending on spec) to use abilities that are from one of the two older roles of tanking and healing, or for debuffing. Using those special abilities at specific times during group encounters would be key to surviving. Healing spam should be discouraged, instead spreading the responsibility of damage mitigation equally between all group members.
The person with a protector role (the guy whose secondary abilities are tank based) might throw up a defensive barrier around his party members to mitigate damage, while the debuffer uses an ability to slow the enemy group's attack speed. If the group's health starts to drop too low, the person with healing secondary abilities might throw out a group heal (which has a short duration for diminishing returns to discourage spamming). After each character has used their secondary ability to benefit the party, they go back to doing damage, disrupting or stunning their respective attackers, and altering their positions as the flow of battle demands. The protector would still have a taunt, but it would only be used if someone being attacked is taking too much damage - it wouldn't be used to keep the target constantly on the protector.
The reason I suggest such a system is that it has the potential to make group combat more dynamic and it would completely remove the disparity in solo play speed between different classes once and for all. It would also make for a lot more interesting encounters, since it is difficult to generate a type of encounter with a tank, healer, and damage dealer system that hasn't already been visited in a previous MMO (that players' are probably already familiar with).