The issue is you could still have psuedo "roles" without having dedicated roles if they just balanced it properly, but it's their first part of the revamp so I'm willing to give them a LITTLE more time. Right now it's had a few weeks to settle in and get going and I feel that we now know what a lot of the failures in the system are regarding potencies/kits/etc for things like WHM/WAR/RDM/DRG/SAM/etc.
I will agree it feels a bit like GW2 to me, because it's a separate mode made to allow a player to not get screwed over by not having a healer I think it's a much more "free" mode by comparison. Because you can heal yourself and mitigate if played properly, it feels like you're not screwed by default for not having someone heal you or play their role well enough. On the OPPOSITE side of that spectrum however, you feel you're screwed by default now because you can be a team of 5 dps against a team of WHM/WAR/RDM/SAM/MCH and get obliterated because of the imbalances in the individual classes' kits.
While balancing can come with less "fun" compared to being able to go hog wild like they did this run, I find it really odd that we created roles and the matchmaking "tries" to balance around that while still not acknowledging the huge disparity of the roles in general.
WHM = Simultaneously burst, protect, aoe heal, individual heal, instant castable fast filling LB that is a stun nuke with aoe regen + Damage/mitigation/heal buff for the WHM.One of these things is not like the other. While an argument could be made for SGE's DPS, when you're the "one healer" on the team vs a WHM the balancing feels bad because there aren't any other classes that can fill that "role" as well you can. My feeling was like "oh that's why GNB can junction a healer to balance that out" but the healing from their junction is hilariously bad, requires you not to get stunlocked to use, is bound by a melee combo and radius, and they have no mitigation to assure they can actually pop it off.
SGE = You can apply dosis barriers every 30s and do some dps if the enemy is stupid enough to not focus you.
I see the a sort of categorization of skills to make this possible:
Mitigation = Keeping yourself/allies from dying.In a more balanced world to me the roles would be:
CC = stun/silence/bind/heavy
Utility = Buffs/Debuffs both to targets and to allies.
DPS = obvious
TANK = Mitigation/CCAll of them would still HAVE dps and personal utility, but some would excel where others do less. Right now classes like RDM can both do major damage but at a the blink of an eye heal mitigate and put a stacking shield on themselves and then get out of the situation, including a long range stun. In theory you could still provide more "grey area" between the roles (like DRG being medium class armor and therefore having more tank like abilities) but it needs to balanced. Some kits have literally everything you could need and others have baffling lack of options.
HEALER = Utility/CC
RANGED DPS = DPS/Utility
MELEE DPS = DPS/mitigation
MAGIC = DPS/CC
The end result should not be "I'm screwed because I have a GNB/PLD" it should be "I have to adapt how I play because PLD/GNB do x differently than a WAR" and being able to adapt instead of get stomped/denied completely.

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