
Originally Posted by
Krotoan
The point of role quests is a "brush up" on your responsibilities as that role. Tanks gotta tank, healers gotta heal and cleanse, DPS gotta damage and interrupt and do mechanics.
The thing is, anyone could do any of the roles.
(Spoilers for all of them):
Why should a melee lead the Company of Heroes? Wouldn't someone at range make more sense, since that's what they rather explicitly state in the quest with the previous captain? Or how about a healer since their only healer is Brayflox throwing restorative cheese at you. Maybe a tank to lead the charge?
-How about the big Sahagin mutant thingy has an impentrable, constantly-shifting shield, and only someone getting up close and inside can possibly damage the moving weak spots (like positionals) can bring down its defenses?
Why do you need a ranged physical to deal with the Doman one? Sure it flies, but the one time it flying quickly actually comes up in the story, it flies away anyway. When it comes time to fight it lands and just sits there. Also wouldn't a healer be handy for the Samurai and Ninja, or a tank to hold it still? What about some magic firepower, since magic is equally capable of taking out targets at range? Or hell, go all-in on the melee thing when the monster lands and just pummel it into the dirt with the three of you.
-Maybe give it targetable wings that need to be shot at range, something Hien and Yugiri can't do? Like the Sohm Al boss, except high in the air.
Why do you need to be a tank to tank the instant-kill poison monster? Or, rather, why WOULD you bring a tank to that? Wouldn't a ranged physical or a caster make more sense so as to stay away from the mega-painful 100% death poison monster? Or maybe a healer to help soothe the effects of it and attack at range? Or heck, a dodgier melee character who can dance around the beast and avoid his strikes makes as much sense too.
-Maybe just make this guy super-duper brutal and wild, and only an immovable tank can hope to keep this thing still long enough for the Wood Wailers to deal with it.
Why do you need to be a mage to fight the Ishgard dragon? The only thing a mage even kinda makes sense for is that the dragon is flying, and much like with the ranged physical the boss just lands and you deal with him on the floor anyway. So why not a healer to backup the knights, or a melee to help bring down a dragon (like Dragoons have been doing forever?) Or heck, a tank to hold the big monster's wrath?
-Why not say the dragon is super-resistant to physical strikes and their Dragonkillers and archers are ineffective, since Ishgard is supposed to be really good at killing dragons.
Why do you need to be a healer to help Fordola through her emotional problems? Sure the fight at the end is Fordola+Raubahn and a healer is handy, but some DPS would be handy too, or a tank to let the two of them go to town on the big thing.
-Maybe give THIS guy a poison effect or something, to fit in with the idea that the Blasphemy really doesn't want to hurt anyone but kills by its mere presence; therefore you need a healer present else Fordola will sacrifice herself trying to bring it down alone.
With just the tiniest of tweaks they could have changed any of the quests into anything else role-wise and it would have made just as much, or in the tank case more, sense. Or just tweak the quest to make it fit the role more.
I like all the quests though. The fights are fun and seeing the story continuing in all these places is nice.