Okay, I will meet you in the middle here. I don't think many people enjoy tanking over DPS because they don't get as many mechanics they have to overcome compared to the rest of the players, and because the only thing exciting that usually happens in tanking is having to scramble to recapture threat, which usually ends up with a lot of nasty things being said to said tank. I, personally, hate tanking. It's fairly boring, and when it's exciting is usually because someone else screwed up and I need to fix it. That doesn't happen too often, and most of tanking is tied up to the gear. I'd rather not tank, but I don't want to DPS (especially with the queues they have to deal with). A lot of the mechanics they have to overcome are really for healers, such as Titan's table flip. We can convert tank roles to pure DPS and drop tanks. We could increase map mechanics and healing danger and give each class a set of either healing or avoidance or absorption abilities they would have to use smartly. You can't get rid of healing, however, because I think a lot of people who heal--like me--love that role over a DPS rotation (when it's done right).
But judging by what I have seen and still see with fights like Titan HM, I'd say this would be even more frustrating because people would have a hard time overcoming additional mechanics and the responsibility of health management. Might be worth a try at least. I don't think the queue times are anywhere near as dependent on healers as they are on DD. Add a few more healing classes with some diversity, remove tanks, and perhaps that will eliminate this issue.
Let's be real honest here. If you're a monster with a taste for blood, you are going to eat anything before you. Something yelling at you probably isn't going to do it. If so, perhaps there are fight mechanics where something like a bard has to kite the boss, or other players have to CC the boss at the right time. Perhaps the concept of just dpsing hard and tanking well aren't enough to give the game adequate replayability and cater to the larger audience.
Yeah, I rather like that idea now that I think about it. But if the assumptions about most people who play DD are true--and I think they frequently are having seen the MMOs from all three roles--the parties won't work out as well, and healers might be more inclined to throw their computer at the cat and quit the game for lack of advancing.
There are plenty of mechanics that could be employed to make this viable. The only reason we have tanks now is because developers make other people squishy. The more powerful the role, usually the more squishy. Perhaps we can add pure support classes too (like a geomancer--I would play the crap out of a true geomancer who had to use abilities based on terrain rules in a multi-terrain environment). They won't be required, but the run will be way better with them involved.
Yes, that's it. Add true and pure support classes that are optional but ideal to take along. Remove tanks. Split tank support and some healing among all players who have to use those abilities at the right times to survive, and perhaps we will all win then. What MMOs lack are true tactics. War: the original MMO(ffline).


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