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Tired of the required, group make up.

I have bounced around quite a few mmorpg's starting with EQ1.



I recently canceled my WoW subscription because I am of the required classes you need to have a successful group.



It has been so many years and still all the games developed don't allow 5 crazed axe men to successfully do "end game content." ( however that is defined, raids are a cop out on the devs part )



Allow a group of  "healing" classes to run instances. Let a "support class" party take down a boss.



The main beef I have with this is all my friends like to play the crazed axe men. We like to play together yet we are penalized and forced to group apart or forced to play a class we really don't like.



Requiring a class x, y and z in a group also tends to create time where you sit around waiting for John Smith to login the magic class so you can start. ( insert healer here )



Whatever happened to the great times when you could hop on a lan with your friends ( no matter what class they play ) and start having fun in like 30 seconds?



You can still have interesting and technical boss fights, the devs would just have to work out a new system.



They have been using the same dang system for years. Sure it may work, or rather be easy for them, but it is old, tired and needs a good kick in the nuts.



Give the players some freedom with what "works" as a group.



Personally I still think it will be a few years before developers get out of the current game mechanics rut they have been in for so many years.



I'm not saying get rid of groups. I'm saying get rid of interesting boss fights. Just change the age old grouping system so it doesn't matter what your friends play as, so you can all have fun together doing any part of the game.



Anyone else looking for something new?
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Comments

  • XiaokiXiaoki Member EpicPosts: 4,050

    Play CoV.  Every Archetype can effectively solo which means in groups they all pretty much do their own thing and things die, also no interesting boss fights for regular groups. Your less than optimal group would run into trouble with Recluses Strike Force though.

    If you don't like CoV then you're screwed because your idea is stupid. In normal MMOs in groups you need someone to take the hits(the tank), you need someone to heal those hits taken(the healer) and you need a couple to actually kill the thing(the DPS). There is no getting around that.

    If you don't do it the EQ/WoW way then you run into problems. Such as:

    If everyone can solo then why group? Effective soloing would mean all classes would have a way to mitigate damage taken and regain health when lost. This would mean no class would be purely a tank or healer. Which leads to -

    If there are no designated tanks or healers then there can be nothing that would require a tank or healer. Which leads to -

    If nothing requires a tank or healer then how would it be difficult? Which leads to -

    If nothing is difficult then the game is easy. Which means why even play?

    See, your idea is stupid.

  • zoey121zoey121 Member Posts: 926
      Might look at ao and the free be down load . The skill base games allow for lots of variations and there are still plenty of folks that group and or solo and lots of chating going on in genral chat. By picking your skills you can mix match and it makes things sorta of interesting.

      But maybe besides the fantasy genera you may just be tired of same ole same ole in the current make up of the mmorgs currently out there? Maybe try something different to see if that would fill a void for the time being untill some other thigns come out .



      As you and your pals play together unless you level at same time you out grow your group that also gets old, so i do understand where you are coming from
  • ShazzelShazzel Member Posts: 472
    Sounds like you need guild wars, no tanks needed and the npc's can heal you or get some hero healers.
  • belgariadebelgariade Member UncommonPosts: 90
    Well , when Granado Espada will be in open beta , you should look for that game !!!
  • abnesherabnesher Member UncommonPosts: 112

    First thing first i need to mention that i dont play WoW anymore :)

    But IMO WoW is the only game that i have tried where you can actually get a lot of things done without the usual effective group setup. It just takes patience and a revision of strategies. Now im not talking about raid-content here, and i'm not talking about the new instances, asi i havent tried them.

    I was in a small guild and i remember doing loads of the lvl 60 instances with VERY odd groups and it was real fun. Taking down the Baron with a hunter-pet tanking and a single paladin as the healer was pretty fun, because you had to plan a different approach, and people had to be disciplined for it to work.

    What i really want to say is: Try stuff out with this group of "crazed axemen". If you take it one step at a time, u'd be amazed at what is actually doable in WoW...people simply need to throw away their views on HOW things should be done and more importantly: HOW fast it should be done.

    ---------
    no sig

  • KurushKurush Member Posts: 1,303
    Originally posted by iceboxqs

    I have bounced around quite a few mmorpg's starting with EQ1.



    I recently canceled my WoW subscription because I am of the required classes you need to have a successful group.



    It has been so many years and still all the games developed don't allow 5 crazed axe men to successfully do "end game content." ( however that is defined, raids are a cop out on the devs part )



    Allow a group of  "healing" classes to run instances. Let a "support class" party take down a boss.



    The main beef I have with this is all my friends like to play the crazed axe men. We like to play together yet we are penalized and forced to group apart or forced to play a class we really don't like.



    Requiring a class x, y and z in a group also tends to create time where you sit around waiting for John Smith to login the magic class so you can start. ( insert healer here )



    Whatever happened to the great times when you could hop on a lan with your friends ( no matter what class they play ) and start having fun in like 30 seconds?



    You can still have interesting and technical boss fights, the devs would just have to work out a new system.



    They have been using the same dang system for years. Sure it may work, or rather be easy for them, but it is old, tired and needs a good kick in the nuts.



    Give the players some freedom with what "works" as a group.



    Personally I still think it will be a few years before developers get out of the current game mechanics rut they have been in for so many years.



    I'm not saying get rid of groups. I'm saying get rid of interesting boss fights. Just change the age old grouping system so it doesn't matter what your friends play as, so you can all have fun together doing any part of the game.



    Anyone else looking for something new?
    Look at WAR and The Chronicles of Spellborn.  Neither has any dedicated healing class, and all classes can solo fairly well.  A lot of developers have already picked up on your idea.
  • Pipboy2000Pipboy2000 Member Posts: 44

    TCOS http://tcos.com/

    Every class has some sort of a heal eventually, there is no holding aggro. A good tank would be someone that could dodge attacks, infact the main tanking class sets up links between himself his allies and his enemies in which when they take damage it reverts to him. Its all very complicated and interesting. Its worth a look.

  • mehhemmehhem Member Posts: 653
    Awesome post iceboxqs.  I agree totally.
  • DenSirakDenSirak Member Posts: 51

    I see what the OP is saying, and I have to say, I approve. The current standard MMORPG requires a fairly standard group set-up, including a Tank, a Healer, then a mix of other casters or whatnot to handle DPS, CC and the like. There is little left to imagination or variation, and if you try to do a group that is "outside the box" (so to speak), you'll get crushed.

    Therefore, I'd like to see a game that rewards unique group builds. For example:

    • No healers, all DPS? Fine, the group gets a damage-bonus for the massive, constant pummeling they are inflicting.
    • All casters or ranged, no Tank? The targets either receive additional magic damage (magical overload), or the target(s) are slowed by the barrage of ranged strikes, keeping them at bay somewhat.
    • Heavy on healers? Their defense or healing spells/powers get increased by their combined "holiness" (so to speak), to make up for their lackluster DPS.

    The point is, by using a system that causes classes with similar or complimentary abilities to have scaling buffs while grouped, the standard group dynamic would be essentially tossed out the window. Sure, running a group with the "classic" roles would be just fine, you wouldn't be penalized for doing something a little different.

    Currently playing:
    LOTRO, Rift (beta) and WoW (on occasion)

  • AmarsirAmarsir Member UncommonPosts: 703

    Firstly, I'd second the call for City of Heroes / Villains. They're not devoid of the roles, in fact the tanker roles are bluntly called "tanks". But while certain traditional strategies are possible, they're definitely not required. For example the game has characters that would accurately be described as "healers" (Empathy defenders), but anyone who thinks their team needs a healer like that is generally regarded a newbie.

    That aside, make a list of the jobs that exist for a combat situation. Here's some I get off the top of my head:

    Damage dealing
    Damage Mitigation
    Status effect / mob debuff mitigation
    Mob positioning

    I'm sure you can come up with more, but that's probably an 80% list at least. Now what you can do, what CoH does pretty well, and what generally isn't done enough, is allow for substitutions by having different methods for similar roles.

    Damage dealing at range
    Damage dealing in melee
    Damage boost through buff
    Damage boost through debuff
    Mob positioning
    Damage mitigation though absorption
    Damage mitigation through buff / healing
    Damage mitigation through debuff
    Damage mitigation through control
    Status effect mitigation through buff
    Status effect mitigation through control
    Status effect mitigation through redirect

    For example, you don't need someone to absorb the damage (tanker) or someone to heal if you have sufficient debuffs and controls to keep the enemy from really hurting anyone in the first place. Or if you can have 1 damage dealer and one damage buffer instead of 2 dealers. And of course I can further specify by having different damage types, or using resistance (reduce all incoming damage) vs defense (% chance for complete miss), etc.

    However, take whatever list you come up with, and start assigning differnt job capabilities to different classes. How are you going to do this? If someone is better at damage absorption, you've just made a tank. Does someone heal better than others? That's your healer. To paraphrase Maslow, if players are used to using hammers, they're going to see each game as full of nails.

    Now trying to avoid that seems at least as problematic. If you spread the abilities too equally, you get a bunch of "TankMages" who don't need each other. Or worse, the game looks limited as everyone else is the same as you.

    What I think you're saying iceboxqs, is allow the roles to exist but don't require them. That to me sounds like a game that's way too easy and therefore boring. If a bunch of healers can get through an instance, that means they had enough damage w/o damage dealers. They also didn't need someone who's good at being the tank, or laying out the crowd control, or what have you. And presuming a team of all damagers w/o healing can also get through, that's a role you don't need either.

    So this instance, this boss - it doesn't require a particular amount of tanking, healing, damaging, controlling, positioning, buffing, debuffing, or anything? Where's the challenge? Especially when you consider that most groups will have most of these roles covered.

    The best solution I can find, besides finding different ways to accomplish the roles as I said, is something like the Guild Wars approach. You recognize that your team needs a healer role, but you don't have one handy, so your group gets an NPC to heal you. They're not as good as a real person, but good enough to fill the role if the rest of you play a little better to compensate. That still requires a bit of a toned-down challenge, but not nearly as much as being able to run w/o a role at all.

    Currently playing:
    DC Universe
    Planetside 2
    Magic Online
    Simunomics, the Massive Multiplayer Economic Simulation Game. Play for free.

  • iceboxqsiceboxqs Member Posts: 8
    "In normal MMOs in groups you need someone to take the hits(the tank), you need someone to heal those hits taken(the healer) and you need a couple to actually kill the thing(the DPS). There is no getting around that.



    If everyone can solo then why group? Effective soloing would mean all classes would have a way to mitigate damage taken and regain health when lost. This would mean no class would be purely a tank or healer. Which leads to -

    If there are no designated tanks or healers then there can be nothing that would require a tank or healer. Which leads to -

    If nothing requires a tank or healer then how would it be difficult? Which leads to -

    If nothing is difficult then the game is easy. Which means why even play?"

    Thank you for proving my point.



    This is not about soloing. This about taking a group of players reguardless of "class" and creating a successful  group.



    You are looking at grouping from the age old view point. Take a moment to think. There are other ways of doing things. This is exactly the mindset I was talking about.



    Companies that put out the games aren't willing to take the risk or put in the R&D.



    I have played CoH and CoV. Just didn't stick. *shrug* Might have to give it another go.



    I thought guild wars would be the game back when it was up and coming, for some reason the combat doesn't feel very tactile. Lotro combat seems to have the same problem.



    I'll take another peak at Chronicles of Spellborn, I haven't looked at it for a while.



    Didn't know about Granado Espada. I'll give it a look.



    'Try stuff out with this group of "crazed axemen".'

    Yeah, we did a lot of the lower level instances in WoW without a healer. It was amazing what you could pull off. But as you get higher and move toward mid level and high end content it just doesn't work any more.



    I do have my eye on Age of Conan, Exteel and Hellgate: London.



    I don't think Age of Conan will toss out the old system as much as they are going to shuffle it around a bit. That might be enough though.



    Just have to wait and see.
  • PrecusorPrecusor Member UncommonPosts: 3,589
    Was youre main a Paladin?
  • KyleranKyleran Member LegendaryPosts: 44,079
    The OP's idea makes perfect sense....until you try and figure out a way to develop/balance it.... then it becomes limiting in the approach you can take.  People say COH/COV and GW dont need healers..but...there are times when you most certainly do need someone who's spec'd strong in healing.... its just not very often...

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  • Inf666Inf666 Member UncommonPosts: 513
    I would like to see a game without archetypes and classes as well. The problem is that there is no alternative. Imagine a strong NPC boss. In all of the classic mmorpgs a tank is needed to soak up the damage. He has got high resists specific to the damage type of the mob. Without his resists and without his high hp buffer he would die from one hit. How do you want to mitigate the damage with healers if everyone of them dies from one hit ? Of course you could give them the means to survive like debuffs and magic shields but then the game would be too easy. The archetyps are being used mainly because of two factors:



    1. Easy to  use and understand. Everyone knows their role. This is mmorpgs 'dumbed' down for the masses.

    2. Devs can use very strong NPCs which can deal damage appropriate to a dedicated tanks hp and resists and have enough hitpoints to hold out against dedicated nukers. Dont forget: other chars than the tank will die from one of the mobs hits.



    I hate the archetyps as well but I simply cannot come up with another working idea. A skill based system will show this effectively. Either the quests/npcs are weak so the chars do not matter or group leaders will be looking for chars with specific skill sets to mimic the archetyps. Simply having classes (or skill sets which are tied to roles) disappear will not work out.



    It is different for PvP though. Here a skill based system is a great idea and would work well. It would add a lot of variables to fights. Right now it is just: I am of class x and enemy is of class y, x is stronger than y so x wins.

    ---
    Insanity: Doing the same thing over and over again and expecting different results.

  • iceboxqsiceboxqs Member Posts: 8
    Originally posted by Precusor

    Was youre main a Paladin?
    *sweeping generalizations check successful*



    No, it was acutally a rogue. Then for BC I leveled up a tank paladin. AoE tank paladin with warlocks seeding = fun.



    My main hope currently is in Hellgate: London.

    I hate the archetyps as well but I simply cannot come up with another working idea.

    I wouldn't expect anyone to come up with a solution within a few days, let alone a few minutes. Hell, I wouldn't expect anyone to come up with a solution without getting paid. I don't expect to get any solutions from these forums



    Just wondering if there are others looking for more and something different.



    I'm sure there is a thread somewhere buried on here with indepth game combat/group system chatter and alternative methods.
  • rungardrungard Member Posts: 1,035

    My theory is that dps classes need to be done away with and 3 man groups featured as the main source of gameplay.

    itll still use a class system, except there will be 3 main roles.

    tank types.

    healer types.

    crowd controllers.

     

    everyone would take roughly equal part in the dps, which is what all players really want.

    class would be designed to augment eachother.

    For instance the standard heavy armor knight (Tank) would benifit from having the magically sheilded battle mage (Tank) because the battlemage could extend their sheilds to augment the knights defences.

    in this day and age of mmos, you have to accept the fact that players dont really want to group much, so making groups as small as possible will be the best bang for the buck, since theoretically you could solo much of the content a 3 man group might do, albiet it would be alot more challenging.  

     

     

  • KurushKurush Member Posts: 1,303
    Originally posted by Kyleran

    The OP's idea makes perfect sense....until you try and figure out a way to develop/balance it.... then it becomes limiting in the approach you can take.  People say COH/COV and GW dont need healers..but...there are times when you most certainly do need someone who's spec'd strong in healing.... its just not very often...
    Well, to be honest, GW doesn't make any pretenses about it.  Anybody who says that you don't need monks past the earliest missions in a campaign is joking themselves.



    As for CoH, you never really need healing.  In almost any case, healing can be substituted with damage mitigation.  I say that having played CoH a ton, going through pretty much all the content with a blaster and defender.  Honestly, in almost any case where I played defender, I rarely had to use my own heal, and the empaths were pretty much left with just tossing CM, AB, and auras.
  • nomadiannomadian Member Posts: 3,490

    healer-tank-damage dealer model is so boring now. Though, necessary? I'm not sure. Healing is always required.

  • bobfishbobfish Member UncommonPosts: 1,679
    I think it's time for something new to be honest, solo play is becoming more popular and the concept of a healer needs to be broadened out a lot. Vanguard offers more depth to healers but can't actually get away from them, most Korean MMOs use potions instead of healers, and I think, somewhere down the line we will see a happy medium, where the game design becomes broader and more capable of supporting different variations of classes.



    I'm thinking something that borrows from games like Battlefield 2 would be a good approach, a Medic isn't needed, but it makes a difference when you do have one.
  • nomadiannomadian Member Posts: 3,490

    A medic is good, or in another game I played you could play like a mechanical tank which could repair itself. That has to be a lot more interesting than the current continual reiterations.

  • ontapbjtontapbjt Member CommonPosts: 3
    We need skill based games not this class level based junk we've been getting lately.



    I played Asheron's Call (skill based) for 4 years. My main was basically a warrior with one magic school, Item Magic (weapon & armor buffs). So I had no magic abilities in fights but I leveled up my healing skill to max. Fun to solo and I could group with anybody.  A group of friends and myself, no matter what build we had could do just about anything in that game. Get a group together and go. Those were the good old days.
  • KenichiKenichi Member Posts: 109
    Originally posted by iceboxqs

    I hate forced groups, mmhmm.

    I agree for the most part and I also recommend CoX.



    Only game I can ever remember where we were able to get anywhere without the Holy Trinity besides CoX is WoW. It was possible for you to have a strange group and still get through content as long as you knew what you were doing, but it was very hard and you could only do that at certain levels with certain people in certain places.



    Thing with defined class/role based games is that they will almost always have the Holy Trinity in it for many reasons. Main one, that I believe at least, is because it is the easist way to make/provide balanced content for all the classes. If nobody had to play a Priest to keep the party alive, there would be a lot less Priests running around because it is just plain boring to most. Yes, there are some that like that role, but not many, so what the developers do is make the group dependant on Priests and let them get some perks (this can be debated, but I won't if anyone brings it up) like finding groups easier and getting items for themselves easier in most, but not all, situations. The same could be said about other roles, but more people play those then anything else.



    CoX had it right when it came to grouping. They did the right model and I think that more games should follow it's model because it makes many, if not all, players happy when it comes to grouping. You don't need X class or Y class to do anything, though it did make some places a bit easier, for most if not all the game.



    However, some people also like the traditional model of grouping, which is why people play WoW. I myself like to have defined roles sometimes (for Roleplay purposes and yes I often RP, shut up), but for the most part it just gets annoying waiting four hours to find a healer only to have it leave 20 seconds after we start because it didn't get the 'leet axe' it wanted.
  • Originally posted by iceboxqs

    I have bounced around quite a few mmorpg's starting with EQ1.



    I recently canceled my WoW subscription because I am of the required classes you need to have a successful group.

      Only the avarage gamer sticks to this formula when forming a group in WoW.



    It has been so many years and still all the games developed don't allow 5 crazed axe men to successfully do "end game content." ( however that is defined, raids are a cop out on the devs part )

     Incorrect. CSWG was the best ever mmorpg that made it easiest to not use this mold. The revolutionary Anarchy Online  is another mmorpg that makes it easy to not use this mold.



    Allow a group of  "healing" classes to run instances. Let a "support class" party take down a boss.

      In WoW, I have been in groups of all Hunters, all Warriors, all Paladins (strongest group of all), all casters, and every time we succeeded. Too many gamers are not REAL gamers aka have the mindset of original gamers from the 1970's - early 1990's that is always saying "I wonder what happens if I do this?"., "Let me try this and see if it can work!". Many modern "gamers" are too spoiled, consulting cheat books, cheat internet sites, walkthrough books, WALKTHROUGH internet sites, scared to experiment, scared to play a single game without using a walkthrough book/website. Scared to .... xplooooooor!



    The main beef I have with this is all my friends like to play the crazed axe men. We like to play together yet we are penalized and forced to group apart or forced to play a class we really don't like.

       *Ahem* in WoW, 5 crazed "axemen" aka Warriors can indeed group together AND take out bosses (bosses made for a 5 group party.) Either you, or your 4 other friends do not know how to play the warrior class in WoW. It is actually insanely easier for a group of warriors to take out an enemy than a group made up of all of the same other classes. (Still doable though.) WoW is roughly 85% level based/15% skill based. You and all your warrior friends NEED to pump up your first aid  skill to the maximum. Then load up on the best possible heal potions. Right there you get to recover 100% health TWICE during a fight without any healers. First Aid and health potions can be used during a fight.

     1. Warrior #1 goes in, using charge stun on MOB #1, then area aggro shout on group of 5 MOBs. He charge stuns first MOB.

     Other moves that Warrior MUST use when fighting group of enemies: Thunder stomp move (makes enemy swings less), Demoralizing shout (makes enemy hit for less damage), Rend (good DoT blow, enemy bleeds to death. More leathal version is Impale which is a Proc that happens often). A very experienced Warrior will use Rend on every enemy in a group then go back to first target.

     2. Rest of 4 Warriors one at a time  enter fight vs MOB #1 using charge stun. This means the first enemy virtually gets NO hits in! First enemy dies in seconds.

     3. Warrior #5 back pedels, uses charge stun on MOB #2, then area aggro shout.

     4. Warrior #1 moves 10 feet away, uses first aid on himself to heal to full health. Rest of Warriors repeat step 2 on MOB 2. Warrior #1 is last one to enter fray. MOB 2 dies. Warrior #4 does step 3 on MOB #3. Warrior #5 moves 10 feet away, uses first aid on himself. Rest of warriors repeat step 2 on MOB #3.

     And on it goes. The KEY with a group of all warriors is the charge stun move, and the area aggro shout move (FORCES all enemies to attack whoever uses this shout.) This allows the first tank to move away and use first aid. Heal potions are used as a back up if fight starts to go bad for some reason (MOB uses unusual move like stun, or changes party into frogs, etc...). If a fight starts going badly, first use heal potion, getting full health back. Next backup is another Warrior shout - or the Hamstring blow - that slows enemy speed 40%-50% or more. The Warrior can then kite the enemy while waiting for heal potion cooldown and first aid cooldown.

     It is a good idea to first practice on group of easy MOBs. Or every one get level 1 weapons, and practice on group of easy MOBs.



    Requiring a class x, y and z in a group also tends to create time where you sit around waiting for John Smith to login the magic class so you can start. ( insert healer here )



    Whatever happened to the great times when you could hop on a lan with your friends ( no matter what class they play ) and start having fun in like 30 seconds?



    You can still have interesting and technical boss fights, the devs would just have to work out a new system.



    They have been using the same dang system for years. Sure it may work, or rather be easy for them, but it is old, tired and needs a good kick in the nuts.



    Give the players some freedom with what "works" as a group.

      The players DO have the freedom. They don't have the guts to DO it, the MINDSET to DO it, to use it! Come on! Make a group of all [insert class here] in WoW, and first practice with level 1 weapons on easy group of MOBs. Until everyone has the group strategy down. Then use normal level weapons and battle!



    Personally I still think it will be a few years before developers get out of the current game mechanics rut they have been in for so many years.

      No, it's here, and has been here. It simply is EASIER for players in some games, and HARDER for players to do in other games. But it is doable, it HAS BEEN DONE. Do you want me to login to WoW with you and SHOW you, and TRAIN you?



    I'm not saying get rid of groups. I'm saying get rid of interesting boss fights. Just change the age old grouping system so it doesn't matter what your friends play as, so you can all have fun together doing any part of the game.



    Anyone else looking for something new?

     

        Tell me what Server name in WoW you play on. I will make a new Warrior character, get it to whatever level you and your friends are, and train you and your friends how to do it! Or whatever other class you and your friends are.



       One of the sorriest, saddest, sights I have EVER seen in WoW -> I'm battling giant raptors and 6 legged giant allegators in the land far, far, south of Duskwood. I'm holding my own, doing OK. Suddently a Mage a few levels higher than me runs by and stops. "Help me! Save me!" he yells. He was near dead, with almost no mana. He had frozen whatever MOB he was battling, and ran away. It would soon come after him after it unfroze. If he ran any further, he risked running into more new MOBs, then pulling a train on himself. I stood there in disbelief as he did not do a single FIRST AID on himself! Soon the MOB he had frozen came running up, he ran in circles for a while, but it finally nibbled on him enough to kill him. I could not help because I was still eating my food, re-healing from my battling.

     IF he were a true gamer, he would have maxed out his first aid skill as soon as possible. Then during any battle, if he finds himself near death, he casts his freezing spell, then first aid himself. Viola, he's set. He can even cast the spell that restores his mana, or use mana potion, or move a way some feet and try sitting and drinking juice to restore mana, while the enemy is still frozen. True gamers don't just play games. They THINK while they play whatever game. They continously LEARN and experiment with the game they are playing.

  • RinicRinic Member Posts: 715
    Could always play ffxi.



    The current fad is to have partys of WAR WAR WAR WAR RDM(or BRD) WHM
  • Originally posted by DenSirak


    I see what the OP is saying, and I have to say, I approve. The current standard MMORPG requires a fairly standard group set-up, including a Tank, a Healer, then a mix of other casters or whatnot to handle DPS, CC and the like. There is little left to imagination or variation, and if you try to do a group that is "outside the box" (so to speak), you'll get crushed.
    Therefore, I'd like to see a game that rewards unique group builds. For example:

    No healers, all DPS? Fine, the group gets a damage-bonus for the massive, constant pummeling they are inflicting.

         Since the OP mentioned WoW....
        1. 5 Rogues vs 5 MOBs. Entire group of Rogues stealths. Then do Sap move on MOBs #1-5. Then 3 of the group go on either side of MOB #1, and 2 on other side. They take turns coming out of stealth using Backstab. MOB #1 dies almost INSTANTLY.
        2. 4 MOBs left. All are still Sapped. 3 of group move to one side of MOB #4. 2 on the other side. Then simply attack, using Backstab, and Kidney Shot. MOB #4 dies without doing almost any damage.
        3. 3 MOBs left. They become UNsapped. Entire group use Sprint move, then runs, making all MOBs form line behind group. Entire group does VANISH. Move further away, unvanish, sit and eat. Sprint cooldown finnishes.
        4. Repeat of step 1, on MOBs, killing MOB #3. 2 MOBs left. Repeat step 2 on MOBs, killing MOB #2. 1 MOB left.
        5. Entire group uses Sprint, run away a bit. ONE rogue makes sure to stand between group and MOB #5. Everyone uses FIRST AID. Then wait for MOB #5 to attack. Repeat of step 2 on MOB #5. MOB #5 dies, doing some damage, but those Kidney Shots from all 5 members keep it in check.
     NO HEALERS NEEDED for group of 5 Rogues who KNOW how to play their characters.

    All casters or ranged, no Tank? The targets either receive additional magic damage (magical overload), or the target(s) are slowed by the barrage of ranged strikes, keeping them at bay somewhat.

         1. 5 Mages vs 5 MOBs. (Warlocks even easier, they have pets. Pretty much same strat as 5 Hunters.) ALL Mages cast strongest spell vs single foe at MOB #1. Can be strongest fireball, or whatever ice spell.
         2. As group of MOBs near, Mage #1 casts Frozen spell on all MOBs. Entire group moves away, repeat step 1, EXCEPT for Mage #1. He now is in charge of Freezing MOBs in place. Re-freeze MOBs in place if they unfreeze before target MOB is dead. MOB #1 dies, no damage to group.
         3. 4 MOBs left. Repeat step 2 on MOBs. MOB #2 dies, no damage to group. After Mage #1 re-freezes MOBs, entire group cast spell that re-stores all mana.
         4. 3 MOBs left. Repeat step 2 on MOBs. MOB #3 dies, no damage to group.
         5. 2 MOBS left. Repeat step 2 on MOBs. MOB #4 dies. no damage to group. Mage #1 then SHEEPs MOB #5. Rest of group waits for Mana to naturally regen. Re-sheep until rest of group has full mana. Mage #2 then freezes MOB #5 in place. Rest of group goes all out on MOB #5. MOB #5 dies. No damage to group.
     NO HEALERS NEEDED for group of 5 Mages who KNOW how to play their characters.  If any mage suffers any damage, they use First Aid as soon as Mage #1 freezes all MOBs in place. Heal Potions are backup incase fight starts going bad. Up to mage to choose to use either heal or mana potion. Better if can get hands on duel potions!

    Heavy on healers? Their defense or healing spells/powers get increased by their combined "holiness" (so to speak), to make up for their lackluster DPS.

         - 5 Paladins vs 5 MOBs? If they can't win, they do not deserve to have a computer! LOL! Especially in WoW when they become 5 times stronger because of the Paladin Auras.
         - 5 Priests vs 5 MOBs? In WoW two types of Priests. "Combat" Priests aka Shadow Priests. And "Super-Healers" aka Holy Priests.
         1. 5 Shadow Priests vs 5 MOBs. SPEED, SPEED, SPEED!!! Right before fight start, every priest cast Invulnerable Shield. Then all Priests go all out on MOB #1 with Shadow damage. As soon as Invul Shield ends, and fin cooling down, each member re-cast it on theirselves! After Priest #1 re-casts Invul Shield, he then Word of Pain's ALL MOBs! Then goes back to attacking current target. As MOB #1 gets hurt, and then dies, entire group will heal non-stop. Mana will regenerate twice as fast after MOB #1 dies. MOB #1 dies.
         2. 4 MOBs left. Everyone re-cast Invul Shield. All Priests go all out on MOB #2 with Shadow damage. As soon as Invul Shield ends, and fin cooling down, each member re-cast it on theirselves! After Priest #1 re-casts Invul Shield, he then Word of Pain's ALL MOBs! Then goes back to attacking current target. As MOB #2 gets hurt, and then dies, entire group will heal non-stop. Mana will regenerate twice as fast after death of MOB. MOB #2 dies.
         3. 3 MOBs left. Repeat step 2 on MOB #3. MOB #3 dies.
         4. 2 MOBs left. Repeat step 2 on MOB #4. MOB #4 dies.
         5. 1 MOB left. Repeat step 2 on MOB #5. MOB #5 dies.
    ----------------------------------------------------------
         1. 5 Holy Priests vs 5 MOBs. It will take much longer to do, but can still be done. Right before fight start, every Priest cast Invulnerable Shield. Priest #1 and Priest #2 in charge of Killing MOB #1. Priest #3, 4, 5 in charge of healing everyone. MOB #1 dies after looong battle. Mana will regenerate twice as fast after death of MOB.
         2. 4 MOBs left. Repeat step 1. MOB #2 dies.
         3. 3 MOBs left. Repeat step 1. MOB #3 dies.
         4. 2 MOBs left. 3 Priests now attack. 2 Priests now in charge of healing. Repeat step 1. MOB #4 dies.
        5. 1 MOB left. 4 Priests now attack. 1 Priest now in charge of healing. MOB #5 dies.

    The point is, by using a system that causes classes with similar or complimentary abilities to have scaling buffs while grouped, the standard group dynamic would be essentially tossed out the window. Sure, running a group with the "classic" roles would be just fine, you wouldn't be penalized for doing something a little different.

     

         It's already doable. I have even gone step by step to SHOW how it can be done! It is only a question of .... which game is it easier to do it in? Which game is it harder to do it in? In WoW, it ranges from extreemly easy (5 mages, 5 rogues, 5 Hunters) to being hard only for everyone's patience. (5 Holy Priests).

      Wait, in WoW the easiest would be.... 5 Warlocks with 5... D-O-O-M-B-R-I-N-G-E-R-S   HEHEH lololol.  

    (For anyone who has not played WoW, or never seen a Doombringer. Just 1 can slay roughly 10 to 20 level 60 players in a few hits. I don't know why more Warlocks don't have them! All it takes is one player/guild member, to sacrifice theirselves.  That IS what guild members are for anyway?  More proof that most gamers are not REAL gamers! They do not learn how to play the game, and experiment while they play the game.)

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