Somewhat off-topic, but from a game design perspective Tanks and Healers are in the game for far more reasons then "unavoidable damage". It's primarily to enforce Teamwork within the dungeon environment, but has many other major benefits. For example, Tanking allows the positioning of the boss/monsters to have a major effect on the battle. Without a single Tank, this kind of positioning gets drastically more difficult. Healers allow recovery from both avoidable and unavoidable damage to reduce stress. Tanks and Healers also support different kinds of player fantasies then damage dealers typically do. Oftentimes, playing a Tank gives a leadership role that DPS classes have trouble replicating, while Healer classes fill out a "Support" player fantasy especially well. Games without the "Holy Trinity" have a drastically different feel to them. I've found they often struggle to encourage Teamwork, although your mileage may vary on that regard. Even Guild Wars 2, previously the poster boy for "MMORpgs without the Holy Trinity", ended up redesigning their end game dungeons to basically have Tanks and Healers. That's not to say games without the "Holy Trinity" are bad, it's just a very different design paradigm that comes with its own advantages and pitfalls. The issue is far more complex then just "forced into game via unavoidable damage". Sorry for the off-topic.
Back to on-topic. I do agree that queues are going to be rough for the first few months. There is a lot of exciting new content that might shift players away from Tanks and Healers, but not a whole lot that will bring in new players to the role. For every player who shifts their main to a DPS Job, we probably won't get one to replace them. That's not to say content will become unplayable, far from it, but the first few months will be rough. Once people have leveled their shiny new classes, plenty of people will go back to level tanks/healers. Plus, if the queues are bad enough, I'm sure some people might try Tanks/Healers solely to avoid the queue times.
I do mostly agree with this, however. As a Dark Knight main, the changes seem underwhelming. Not necessarily bad, just underwhelming compared to what, for example, Bards are receiving. The rest of the Tank changes vary from fine (Warrior) to excellent (Paladin), but healers seem to be a bit more mixed. SCH got some nice utility coupled with some severe AOE damage nerfs, while the changes to White Mage seem questionable, although hopefully they've been tweaked before release. The whole "Tanks/Healers get balance while DPS gets new Classes" rhetoric in the fan fest was a bit irritating, especially considering the end result, but I can't say I'm surprised. Oh well, as long as we receive new Tanks/Healers in 5.0, it'll be fine. We'll have something to draw players back into the role, at least for a little while.



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