by veeshanMurtak » Sun Sep 11, 2005 6:54 pm
The sad truth is, as long as EQ stays the way it is (or was when I left - I assume not much has changed), as long as you have entire zones or even expansions of what is essentially the same MOB with different procs taped on, as long as there is no variance of encounters within in the same experience group - as long as that is true there is no value at all to being a jack of all trades.
Consider this:
If you know in advance you will need a certain amount of healing, a certain amount of tanking and a certain amount of crowd control and if there are only small deviations from these figures then you can always build a group according to the following formula:
X * best healer
Y * best tank
Z * best crowd control
6 - (X+Y+Z) * best DPS class
And this group will always be the best group you could build. Note how it only includes four classes, ever. Now, there a few oversimplifications. Firstly, you can not add, say, half a cleric. Also synergy effects - such as ranger ATK buffs - are not accounted for. But the basic problem is shown nicely I think. Basically, any class that is not the best at one of the basic roles will only ever get groups because that group only needs half or a third or whatever of a "real class". If they could add a third of a cleric and two thirds of a warrior instead of a paladin they cheerfully would.
So, as long as EQ expansions are still full of cookie-cutter MOBs you can never solve this issue. Giving shaman, druids or whatever class 90% of the capabilities of two or more specialist classes is still not enough to land them a spot in an optimized group while on the other hand even a 30/100 healing/DPS split (compared to a cleric, say, 100/90) may make them overpowered in easier content. And the same goes for every single class that is not the best at some central role. So either there needs to a distinct and separate and critical role for every class to be best at - which is at least very unlikely - or the content needs to ensure that a shaman needs to chainheal on MOB1, chainDoT on MOB2 and offtank MOB3.
Half nuking and half healing on every MOB does not work. Ever. But full nuking on half the MOBs and full healing on the other half can.
Hmm, that reminds me. I wrote a couple of threads on what could be done back on the old Crucible. I am going to have to dig them up before they disappear.