Quote:
Originally Posted by llama64
How is this game with the whole 3 pillar approach to group content? (ie, Tank, Healer, DPS)?
I really want to see a game break out from that formula and turn their "dungeons" into Gauntlet style romps. To me, that would suit more people and be a heck of a lot more fun in general. No more worrying if your "tank" is semi-intelligent, or if the DPS style player knows more then two abilities.
The removal of "crowd control" from games like this would be a plus too. I hate having to spend a minute setting up each battle, even the stupid fodder leading up to an actual boss.
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I'll try to comment on this, but bear in mind that I haven't really gotten far enough to try to do group dungeons and explore all of this but I can tell you what I've heard and some extrapolation.
There are classes who can tank (soldiers, which consist of 4 sub classes) and those that can heal (priests, again 4 sub classes) and then the others who just do damage and provide support (4 rogues and 4 mages). From what I hear is that any of these classes are able to do decent damage, so I think that the Holy Trinity (tank, healer and dps) may be a bit looser in this case but it will still be there in some form. For instance, I
think it would be fairly viable to have a group made up of 4 soldiers (warriors) and a bear shaman (a type of priest who can also fight) and be perfectly fine, as opposed to how things normally work where you need 1 warrior, 1 priest, 1 mage, 1 rogue and a warlock to off tank.
I think that there will need to be at least one tank and one healer, but the rest of the group may be a bit more fluid than I have seen in the past.
That is sort of the vibe I get, albeit I might be completely off base.