Quote:
Originally Posted by Winterclaw
Except in GW, the healers are the tanks, the nukers are the healers, and the tanks are DPS.
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Unfortunately this is the case in a game where "vanilla threat" does not exist. Because the only way for warriors, aka the tanks, to maintain aggro was through complicated, gimmick exploiting pulls against walls etc with the party half the compass away, GW didn't have PvE tanking and so all that extra armour that warriors had meant nothing because the mobs usually end up ignoring him anyway - which is why SY needed to be invented.
With difficulty=larger mobs in this game, the further you progress the less effective the tank becomes. Most people I know who play normal areas, or even HM normal areas, will just bring 8 ranged classes cause they did better AoE dps than a melee class.
Even the higher armour of a warrior became a moot point, because skills like Shadow Form, Obsidian Flesh or Spell Breaker mean so much more than 100 armour ever could. Failing that the monk can tank. Protective Spirit + Shield of Absorption = invincible even without the 55 HP set up - and the sad thing is this combo becomes more powerful the worse your party is. This is why 90% of EotN content is completed by 600/smite or a SF sin and not by a party with a warrior as a tank.
These broken mechanics were needed to make up for the departure from the traditional "Holy Trinity" in GW PvE. Without "vanilla threat" the high armour classes were just single target DPS that, should they be lucky enough to be targeted, died slower than a monk. The protection line is needed to turn the entire party into a tank because preventing them from being attacked via threat management doesn't exist.
The article finishes with an idea of a game without healers, but all classes able to heal. I liked healing in both GW and WoW (WoW was more rewarding due to the Holy Trinity though) and I don't want to see that role removed. Diablo was a game where you had squishies and tanks and it worked well without a healing class (potting had something to do with this I guess) but I want a MMO to be a co-operative balanced party experience. I never had trouble finding a healer in WoW, at least not on the same level as finding a monk in GW. I think this is partly because in WoW I can bring a Paladin, Priest, Druid or Shaman. In GW the monk was the only intended healer, anything else was either using monk skills or running the inferior ritualist (slower and lacking the protection line) heals. I personally don't like the article's proposed "all character's heal" idea. I think PvP minded people need to accept that PvE balanced for PvP is a horrible idea and it is what broke GW PvE. As far as using the proposed idea for organised PvP, I have no opinion, I only like the factions PvP arenas - which aren't organised.