It isn't as if I wouldn't want to try tanking or dps in raids. This is why I, as a casual raider, play a healer as my "raiding character". Thus the bigger the group, the less players are needed as tanks, and the more players are needed as healers. On the other side, a 10-man raid will often rather take 3 healers than 2, and a 25-man raid also needs more than 5 healers. But it is difficult to set up encounters in a way that they require 5 tanks. Thus Blizzard already had to give most bosses some special abilities which forces a 10-man raid to invite 2 tanks, like some debuff which forces a tank switch. In principle a simple tank and spank boss would just need 1 tank, even in 10- or 25-man raids. Blizzard already started that process by addressing the first issue, that damage mitigation and healing isn't very effective in solo gameplay, by giving every tank and healer a dps talent tree.īut when you consider the progress from 5 to 10 to 25 man content, you will see that the tank : healer : dps ratio isn't constant. The problem is making tanking and healing equally attractive in *all* of these situations. Consider a typical "career" in World of Warcraft, where you start out playing solo, then do 5-man dungeons, later 10-man raids, and maybe one day 25-man raids. In my opinion the number of people interested in playing healers or tanks depends on many things, not just small group content. Triggered by recent discussion here on the eternal "healer shortage" problem many MMORPGs have, Ben wrote me with an interesting proposal: If groups had 7 members instead of 5, there would be more spots for dps classes, and only 14% of players would need to play tanks, and another 14% healers.
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