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View Full Version : Reaper: Make roles important again



Fallout_Zero
10-05-2015, 12:14 AM
Now days almost all quests are easy enough that don't need dedicated roles.
Bring back team work and roles. A beefy tank that a healer can keep up to draw aggro. Caster/hard to throw cc and buffs.
Some resemblance of roles and teamwork.
A challenge that encourages specialities instead of FOM builds.

MonadRebelion
10-05-2015, 01:29 AM
Now days almost all quests are easy enough that don't need dedicated roles.
Bring back team work and roles. A beefy tank that a healer can keep up to draw aggro. Caster/hard to throw cc and buffs.
Some resemblance of roles and teamwork.
A challenge that encourages specialities instead of FOM builds.

I would love to see this.

morkahn82
10-05-2015, 01:44 AM
what I usually see in EE is that group with roles dps(x4) cc(x1) heal(x1) work best. Usually those group have some side roles like two of the dps also have good tanking abilities and another can do the rogue stuff. But that is the current state, nothing has to change if that are sufficient roles for you.

Eth
10-05-2015, 04:19 AM
what I usually see in EE is that group with roles dps(x4) cc(x1) heal(x1) work best. Usually those group have some side roles like two of the dps also have good tanking abilities and another can do the rogue stuff. But that is the current state, nothing has to change if that are sufficient roles for you.

The main difference is that CC used to be important to avoid damage.
Nowadays it's not much more than a 50% - 150% damage increase on trash mobs due to helplessness. Which is nice, but not needed.

BigErkyKid
10-05-2015, 04:29 AM
Now days almost all quests are easy enough that don't need dedicated roles.
Bring back team work and roles. A beefy tank that a healer can keep up to draw aggro. Caster/hard to throw cc and buffs.
Some resemblance of roles and teamwork.
A challenge that encourages specialities instead of FOM builds.

I would love that too. However, what I like about DDO and would like to keep is that a role can be played by different classes if they build accordingly. Examples include:

- Bard: DPS / CC / Heal / Buff, it just depends on the emphasis of the build.
- Paladin: DPS / Heal / has some CC (for instance, in vanguard)

So in fact it is not needed for anyone to wait for a particular build to start a quest for the most part. The only exception are traps, but I think there are enough mechanics around that even this would not be an issue.

People can easily switch destinies now so that is even less of an issue. You could twist renewal and cocoon if more healing is needed, or go on LD if raw DPS is lacking in the group.


what I usually see in EE is that group with roles dps(x4) cc(x1) heal(x1) work best. Usually those group have some side roles like two of the dps also have good tanking abilities and another can do the rogue stuff. But that is the current state, nothing has to change if that are sufficient roles for you.

I find that more true than ever after the changes in level 30 quests. Still, raw DPS cuts it most of the time if the toons are strong.


The main difference is that CC used to be important to avoid damage.
Nowadays it's not much more than a 50% - 150% damage increase on trash mobs due to helplessness. Which is nice, but not needed.

This is the obvious part. Roles are not needed because of the power creep we have experienced. CC is only needed to mitigate damage, but we already got mitigation through PRR. It is the same for healing. While CC remains helpful, building the ultimate CC machine would only put you at a disadvantage in playing the game in regular questing. So not weird that most people don't invest much on it, it is not worth it if you are raiding EN and grinding PLs.

The_Human_Cypher
10-05-2015, 04:34 AM
Now days almost all quests are easy enough that don't need dedicated roles.
Bring back team work and roles. A beefy tank that a healer can keep up to draw aggro. Caster/hard to throw cc and buffs.
Some resemblance of roles and teamwork.
A challenge that encourages specialities instead of FOM builds.

I agree that this should be the goal of Reaper mode: a successful completion for this mode would require a full, balanced party of TRs using team work - just as was necessary on Elite years ago.