Quote Originally Posted by Ransu View Post
There's not supposed to be slots for them. The new system is intended to be role agnostic with slight flavors from each role.
While it's "supposed" to be role agnostic, the matchmaking seems to disagree as 75% of the time it's almost always trying to aim for one tank and one healer in every match, until you end up with sometimes 3 healers vs two tanks and a healer, or three tanks vs 2 healers, etc. The issue is if we wanted to have that system it needs to be more clearly defined.

Right now there ARE roles in the pvp mode regardless of how it's intended to be whether based on their kit or based on current play.

1. Tanks - Harassment/CC of the crystal, the defender of the point to keep it just being ENTIRELY a zerg rush. Right now I judge most tanks by their ability to do this. They created this standard when they made Tank do what it does. Not only can it aoe stun (perfect for taking back a point or defending it) it can move players, meaning it can push people off/pull people off the crystal, allowing for battlefield management. Something I think only DRK has similarly. The ability to physically MOVE a player should not be understated as this could be the difference between a win and a loss when the crystal is on the opponent's doorstep.

2. Healers - Obviously heal and utility to the party. Something that isn't super balanced at the moment. SGE has a metric ton of dps but little utility outside of Pnuema and picking at people from the back of the fight. Zero CC skills to utilize and no way to punish anyone being in their face due to small hp pool without kardia'ing them selves which means they are providing nothing to the rest of the party. A WHM has several methods to deal with this like CC/Stun/Divine Veil, etc. If Purify worked better this might be less of a problem but it doesn't. AST can heavy bind people with dual cast in a blink, buff their party with cards, and/or burst four heals back to back if absolutely necessary.

3. Ranged DPS - MCH is very clearly designed like its pve equivalent as a sniper/crit monster, but BRD and DNC are clearly designed around utility due to their low damage output and other buff skills. The issue is without premade they underperform at this role and are therefore a detriment in the current "meta" of Zerg Rush + CC stun spam.

4. Magical DPS - Tactical Nukes. BLM a little underpowered unless the party helps keep them alive, but RDM and SMN can absolutely wreck you if you let them and deal with you at range so you have to plan around either pushing past the opponents front line to get to them or dealing with the immediate threat of tank+DPS zergs before pushing through to them, maintaining sustain throughout.

5. Melee DPS - Get in and burst/Harass players defending crystal or trying to stay at range. If they're allowed to go unchecked can wreck you.