Arec Balrin said:
Well again that doesn't change the problem I have with it, just the way in which it's presented. By the same measure you can say WoW has the same thing: you just need to roll a Druid and you can be a Tank, DPS or Healer; you're not locked into any one role. You can progress as any. The fact is those categories remain and for as long as they do it means the PvE content of the game will be restricted to cookie-cutting rote-learned methods to advance with. It also guarantees that PvP will be terrible as it is in WoW. There are no buff classes, there are no debuff classes, no kiting classes, no sapper classes, no stealth classes, no utility classes.
Well, maybe not as their primary features, but many of those are extremely specialized. And in WoW at least there are classes that are designed to fill those roles as secondary roles. I was personally always satisfied with the stealth abilities of my rogue and the kiting abilities of my hunter, for example. YMMV, I guess... *shrug*
In theory, tanking, damaging, and healing are key components to just about every party-oriented RPG I've ever seen. Even if you look at a classic adventure/RPG like Secret of Mana, your party consists of a tough combat guy, a healer, and an offensive spellcaster. Every final fantasy game ever has worked best when you have a mix of tankers, damagers, and healers (some strictly enforce it, others let you figure that out for yourself). Diablo 2 circumvented that by ultimately just scaling up the single player experience for multiple players... but the result was that there was no teamwork. Just a chaotic (but fun) dogpile. The core D&D party is fighter, rogue, cleric, wizard. Fighter takes the hits, cleric heals and off-tanks, rogue deals direct damage, and wizard deals area damage and controls the battlefield. That's not to say alternative parties don't work, but it's a tried and true method that's been going for 30 years.
The problem I've had with it in MMOs is that they often over-specialize. It's boring to be stuck in one part of the trinity and never break out. It's no fun to be a healbot, and it's easy for a tank to be jealous of the damage numbers the rogue is pulling... and sometimes the rogue wants to feel like a badass and take some guys on directly. That should be encouraged.
Yes, many classes can do these things but they are not defined by them and many of them can be done by other classes to varying degrees. But for the most part: all classes have an overlap that exceeds well above 50% because their abilities and roles are so homogeneous. Contrast this with Team Fortress 2 where all available classes are designed around their own specific theme and they are very good at it and extremely poor at everything that overlaps with another class' expertise. TF2 is balanced like a very good RTS and the worst RTS games are the ones where units are too versatile and too similar and that's unfortunately what WoW and TOR opted to replicate.
On the other hand, it would get old quickly trying to play TF2 classes in a varied singleplayer campaign. And it would be very difficult to balance such a campaign. Missions that would be cake for the sniper might be a ***** for the demo man. TF2's model works well for what it is, but with that much variation in class specialization, the amount of thought and effort you'd need to put into encounter design would skyrocket.
I don't know, maybe it would be possible, but I'm not confident it would be
WoW originally was first setting out to break the mold and the trinity was extremely indistinct. Some cloth classes were expected to and had spells to buff their melee, the hybrid classes were exactly that: if I ran out of mana as an Elemental Shaman I could melee and the damage wouldn't totally suck but would be something like 50% that of repeated spellcasting.
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hybrid classes in WoW now frankly suck and are indistinguishable from core classes except that they pay a 'hybrid tax' where the mere label means no hybrid healer can ever heal as well as the core healer Priest, damage as much as the core damage Mage or Rogue.
Yeah, I agree that that's bad design. It's not a fair trade to give up group desirability for solo variety. Why not let players have their cake and eat it too? The point is to let them have fun, not enforce draconian restrictions on them. Sure, a warrior may get jealous if a druid can do his job just as well. So give him something else so he can be more than just his *job*. Earlier, I mentioned D&D as having started this trend, but it doesn't fall into this pit. The rogue fills the damager role, sure. But he's also the skill guy, the scout, the trap disarmer, etc. (which, admittedly are all fairly well implemented traits of the WoW rogue). The fighter fills the tank role, but with the right weapon in hand, he can kick ass and take names even while effectively tanking. To some extent, WoW tried to implement this model, but as you pointed out, they dropped the ball in some significant ways.