The problem is mostly with the healer job, because it has a lot of conflicts within the desired balance. But at least some issues can be resolved with this:
- No reliable fallback, which means a dead healer can often result in a wipe (unless you have a dps with a resurect). Having a support group with a revive here can cover this part making sure there are always 2 roles available for a revive (the healer on that can be the one using it more often)
- As the healer is supposed to heal. It often means reduced damage, this damage reduction is enforced to avoid healers deliberately missing a healing GCD in favor of damage. As healer damage now doesnt exist, they are forced to heal again. But again, if a support can cover some of this, this GCD balancing on a healer can become viable again, which allows higher damage as a result.
- This can be used as a finetuning aspect in 8man duties in which it will always ensure at least 1, but keeps the rest flexible. If for whatever reason such support job is needed then, you can be sure there is one. It allows balancing towards the existance of them (and scale damage/healing/mitigation requirements with it).
But it has flaws.
- By having 4 categories, it can be used as a balance factor in 4man duties. This however has a downside that some categories can get even longer queue times. Since support roles are usualy less liked than pure dps. Even if they effectively do the same in damage, the name 'support' is an issue. I think a diffirent category could be better here. Idealy one that doesnt relate towards support or buffing. But I know the term flex is quite popular in moba's, so maybe some sort of term like this works by simply making it sound more elite like (if it sounds cool, its more likely to be popular after all). Plain support however is unlikely to truly work as that just sounds like a healer.
- Once its a category, its often demanded that all jobs within the role end up with similar capabilities. This could remove the variety we have now.
- As most damage in the game is delivered in a quite static way, variety in these classes and synergies (which normaly can make things interesting) is generaly not going to work well. Its often down to raw output in certain aspects. Even with this new role, synergies are a very dangerous aspect to show up, and a support role is even more likely to cause these issues, since its now no longer 1 class facing this potential issue, but 2.



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