J1M
Arcane
- Joined
- May 14, 2008
- Messages
- 14,745
Much effort has been put into new MMOs to try and avoid using the holy trinity of tank/dps/healer. I'm guessing their motivation is the declining subscriber base of traditional MMOs.
Personally, I am tired of the trinity because I am drawn to other roles where usually the difficulty is a little higher, but so are the rewards.
That said, I'd much rather see roles added or replaced than see things stripped down to a self-sufficiency model. (See guild wars or diablo.)
DPS is probably the only role of the trinity that can't go anywhere. As long as the goal is extinction-level conflicts, things will need to die and therefore someone will have to specialize in doing that. It would be pretty funny to see an MMO with the primary conflict resolution as diplomacy though.
Tanking and healing are where changes can be made more easily. There has been a strong push recently to make everyone responsible for their own well-being. I consider this a flawed goal. Certainly, surviving should be a team effort, but the role of protector is natural and common to see in real-life military and sport. Now, remember that protector does not mean the job has to involve being punched in the face repeatedly with a nigh-infinite health pool. The most interesting abilities to use while tanking are things like Taunt, Third Eye, and Shield Wall. (Force the enemy to target you, completely negate the next attack, and reduce all incoming damage by 50% for 10 seconds.)
The job of the tank should be to mitigate incoming damage to the party, not just to sit there and soak it. In addition to soaking damage, the tank should be harrying foes with things like tripping, bolas, nets, etc. Another interesting idea from FFXI was the paladin's Cover ability. If you used it and stood between an ally and an enemy, you would intercept the attacks intended for your ally.
Tanking becomes boring and formulaic when unlimited healing reserves are introduced. If the healer's total healing capability for an encounter is equal to the number of hit points they start the encounter with instead of a hundred times that, all of the sudden it matters a lot more that damage be avoided and reduced and healing the tank will result in that mana going a lot further than healing the dps.
As far as healing goes, WoW moved from the general concept of mana restrictions to now where healers are primarily restricted by throughput. It is not very interesting to heal when people are in a binary state of either having full health or being dead from not being at full health for a few seconds. Other attempts have been made to move healing into a passive side-effect of holy damage. This either results in a dps character that does less dps because it also heals, or a false promise where any real challenges require falling back into a standard trinity role.
I'd argue that this is the wrong approach. You don't want people who want to dps feeling like they are forced to play a healer because that is what is effective and you don't want to build a game that lies to a player about what their role will be until they hit the level cap. That said, the almost necromantic damage = healing approach can be an interesting variant for dedicated healers and should probably be supported as such. A talent tree or set of abilities that does not suggest in any way that a healing style will be producing output comparable to a real dps class is the right way to go.
The question then turns to what should the healer be doing if they aren't spending all of their time popping moles as green bars turn to red. The core of the healing role is helping other players, in particular saving them from their non-catastrophic mistakes. It is a support role and I think it is a mistake to think that they should have to be pressing a button every second the way a DPS character wants to. In addition to pressing buttons, there are other things that matter in an MMO fight. The healer class or another role should provide support for these situations too.
Some of these likely belong on a new 'support' role which needs a catchy name instead of a healer. Since I'm not actually designing a game, I'm just going to leave this as a collection of ideas. I will reiterate though that I think adding a fourth role to the trinity is essential to 'fixing' it.
Movement and Positioning:
-Aside from damage and healing, player location matters and awful lot. A set of powerful, but short range, situational auras would make where someone was standing as important as which spells they were casting.
-Temporary buffs that allow other players to move faster
-Allow the placement of zones that are beneficial to party members
-Slowing/rooting of enemies
-Pushing/pulling of enemies
Resources:
-DPS classes are often capable of burning extra resources for more output. Allow a support class to channel these resources into an ally to boost their performance. The obvious trade-off is that you can't heal someone while doing this, etc.
-Sapping resources from the enemy. Reduce the frequency/power of enemy special attacks.
-Mutating resources. For example, swap someone's health and mana pool. Tinker with the cooldown timers of self and allies. Drain allies to reach a state normally unobtainable. (Eg. A character with a small mana pool that regenerates extremely fast for normal usage can drain an ally to reach 200% mana and use a clutch ability.)
Combo attacks:
-With so many players attacking the same boss creature, it is a little silly that the only synergy that they usually have is the +5% extra spell damage debuff that gets placed on the monster at the start of the encounter. Have a set of abilities designed to both set up other players, and to string together other combos to form longer chains.
-Now that there are combos and chains of combos going on, allow the player who is most responsible for their continuation (aka the work) to decide when they should be executed with a powerful capstone finisher (aka the fun).
-Consider introducing something similar to combos for healing that ups efficiency and longevity (not throughput) that encourages working together
I'm interested in hearing from other people what a fourth or fifth role in an MMO should be. I know there will likely be suggestions for things like a ranged kiter, debuffer, bard, etc. but I'm hoping this discussion will also uncover some specialist role ideas I haven't heard before.
Personally, I am tired of the trinity because I am drawn to other roles where usually the difficulty is a little higher, but so are the rewards.
That said, I'd much rather see roles added or replaced than see things stripped down to a self-sufficiency model. (See guild wars or diablo.)
DPS is probably the only role of the trinity that can't go anywhere. As long as the goal is extinction-level conflicts, things will need to die and therefore someone will have to specialize in doing that. It would be pretty funny to see an MMO with the primary conflict resolution as diplomacy though.
Tanking and healing are where changes can be made more easily. There has been a strong push recently to make everyone responsible for their own well-being. I consider this a flawed goal. Certainly, surviving should be a team effort, but the role of protector is natural and common to see in real-life military and sport. Now, remember that protector does not mean the job has to involve being punched in the face repeatedly with a nigh-infinite health pool. The most interesting abilities to use while tanking are things like Taunt, Third Eye, and Shield Wall. (Force the enemy to target you, completely negate the next attack, and reduce all incoming damage by 50% for 10 seconds.)
The job of the tank should be to mitigate incoming damage to the party, not just to sit there and soak it. In addition to soaking damage, the tank should be harrying foes with things like tripping, bolas, nets, etc. Another interesting idea from FFXI was the paladin's Cover ability. If you used it and stood between an ally and an enemy, you would intercept the attacks intended for your ally.
Tanking becomes boring and formulaic when unlimited healing reserves are introduced. If the healer's total healing capability for an encounter is equal to the number of hit points they start the encounter with instead of a hundred times that, all of the sudden it matters a lot more that damage be avoided and reduced and healing the tank will result in that mana going a lot further than healing the dps.
As far as healing goes, WoW moved from the general concept of mana restrictions to now where healers are primarily restricted by throughput. It is not very interesting to heal when people are in a binary state of either having full health or being dead from not being at full health for a few seconds. Other attempts have been made to move healing into a passive side-effect of holy damage. This either results in a dps character that does less dps because it also heals, or a false promise where any real challenges require falling back into a standard trinity role.
I'd argue that this is the wrong approach. You don't want people who want to dps feeling like they are forced to play a healer because that is what is effective and you don't want to build a game that lies to a player about what their role will be until they hit the level cap. That said, the almost necromantic damage = healing approach can be an interesting variant for dedicated healers and should probably be supported as such. A talent tree or set of abilities that does not suggest in any way that a healing style will be producing output comparable to a real dps class is the right way to go.
The question then turns to what should the healer be doing if they aren't spending all of their time popping moles as green bars turn to red. The core of the healing role is helping other players, in particular saving them from their non-catastrophic mistakes. It is a support role and I think it is a mistake to think that they should have to be pressing a button every second the way a DPS character wants to. In addition to pressing buttons, there are other things that matter in an MMO fight. The healer class or another role should provide support for these situations too.
Some of these likely belong on a new 'support' role which needs a catchy name instead of a healer. Since I'm not actually designing a game, I'm just going to leave this as a collection of ideas. I will reiterate though that I think adding a fourth role to the trinity is essential to 'fixing' it.
Movement and Positioning:
-Aside from damage and healing, player location matters and awful lot. A set of powerful, but short range, situational auras would make where someone was standing as important as which spells they were casting.
-Temporary buffs that allow other players to move faster
-Allow the placement of zones that are beneficial to party members
-Slowing/rooting of enemies
-Pushing/pulling of enemies
Resources:
-DPS classes are often capable of burning extra resources for more output. Allow a support class to channel these resources into an ally to boost their performance. The obvious trade-off is that you can't heal someone while doing this, etc.
-Sapping resources from the enemy. Reduce the frequency/power of enemy special attacks.
-Mutating resources. For example, swap someone's health and mana pool. Tinker with the cooldown timers of self and allies. Drain allies to reach a state normally unobtainable. (Eg. A character with a small mana pool that regenerates extremely fast for normal usage can drain an ally to reach 200% mana and use a clutch ability.)
Combo attacks:
-With so many players attacking the same boss creature, it is a little silly that the only synergy that they usually have is the +5% extra spell damage debuff that gets placed on the monster at the start of the encounter. Have a set of abilities designed to both set up other players, and to string together other combos to form longer chains.
-Now that there are combos and chains of combos going on, allow the player who is most responsible for their continuation (aka the work) to decide when they should be executed with a powerful capstone finisher (aka the fun).
-Consider introducing something similar to combos for healing that ups efficiency and longevity (not throughput) that encourages working together
I'm interested in hearing from other people what a fourth or fifth role in an MMO should be. I know there will likely be suggestions for things like a ranged kiter, debuffer, bard, etc. but I'm hoping this discussion will also uncover some specialist role ideas I haven't heard before.