The Daily Grind: What MMO character type would you be happy to never see again?

    
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Exploding AoE mine-person.

It occurred to me the other day that Star Wars: The Old Republic doesn’t actually have a pet class. Every class can sort of have a pet, yes, but no class actually serves as a dedicated pet class. And I don’t miss that; I tend to dislike pet classes on a whole, so it’s a welcome change. But that got me thinking about other archetypes for MMO roles that don’t exist in games.

At launch, City of Heroes didn’t have the “stealthy sneak-up-and-kill” archetype; that was added later. Guild Wars 2 was long resistant to pure tanks or healers, although it had several other similar archetypes. World of Warcraft has lots of everything, but nothing has ever fit the role of bardic “supplemental support/DPS” from other games.

None of this is counting archetypes that you might see constantly that you’d be happy to be rid of, to boot – I’m perfectly fine if the next game I play doesn’t support building a lightly-armored AoE damage-dealer. And we can probably leave out teleporting plate-wearing casting doombots and the games which allow you to make one (looking at you, Darkfall). But what about you? What sort of MMO character type would you be happy to never see again?

Every morning, the Massively Overpowered writers team up with mascot Mo to ask MMORPG players pointed questions about the massively multiplayer online roleplaying genre. Grab a mug of your preferred beverage and take a stab at answering the question posed in today’s Daily Grind!
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srmalloy
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srmalloy

schmidtcapela Khalith I really liked what City of Heroes did in that regard; while it was possible to set yourself up as a dedicated healer, virtually every archetype had some sort of self-heal, and someone who fixated on heals and nothing but heals would often be a drag on a team compared to someone who’d pushed their other powerset in addition to their heals, because the ‘support’ role — buffs and debuffs — was actually more powerful than healing. One or two good support archetypes in an eight-character team could virtually eliminate the need for heals, to the point where “r u healzorz?” became a joke in broadcast chat — someone who was looking for healers for a team or announcing themselves as a healer was likely to be someone whose experience was with other MMOs and the ‘holy trinity’ who didn’t understand the way the CoH archetypes and powersets worked together.

mirabomb
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mirabomb

Khalith

annoyedbadger
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annoyedbadger

Estranged Damonvile its the ones that can re-stealth that irk me. Sure, attack me from stealth, and with a massive bonus to dmg, and with surprise…..but when I kick your arse, you really should not be able to just re-stealth and run away.

annoyedbadger
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annoyedbadger

unixtimed annoyedbadger nope. Its just pesky for them to keep jumping at you, like a semi-aggressive puppy, and fail to do anything, have an emo fit, and flee back into stealth.
They are generally really bad players, so at most a minor annoyance, I just find them to generally be jerks.

Bunkheaded
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Bunkheaded

FacelessSavior It’s what is happening, but I don’t necessarily agree with it like it seemed you were alluding to.

I know that class homogenization is a dirty word, but I don’t think that it is all bad. I do like the way that it has worked in Guild Wars 2. Every class has 80-90% of all utility, but they feel incredibly different. A Mesmer, and an Elementalist play a lot differently, but the have a lot of the same survivabilty and utility. I still think that the game has a need for more roles, but I think it will get there eventually.

FacelessSavior
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FacelessSavior

You say “incredible leap in logic,” as if you mean it sort of sarcastically? Yet, what you and I both said, is exactly what’s happening. In most MMO”RPG”s now, every class casts, every class heals, every class resses, most have some form of ranged attack, they all get a mes/root/stun and a mes/root/stun breaker, with solo play and companions becoming so prevalent, every class is turning into a pet class as well. I can’t even play a rogue anymore without being forced to use bunch sparkly magic crap for half of my abilities. The bleeding of each playstyle into one another is becoming unbearable. My statement wasn’t some unbelievable scenario, it’s the present situation in a lot of MMORPG’s, unfortunately.

schmidtcapela
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schmidtcapela

Khalith 
I agree on the no dedicated healer part because many non-healer players use them as a crutch for not learning to avoid damage and as a scapegoat for when things go wrong; removing the dedicated healer role would force players to become better at avoiding incoming damage and prevent them from blaming the healer when they die.

I don’t really agree on the minimal HP recovery part, though. I prefer games where a good player can stay in the field indefinitely, and for that players need good self-healing options.

BryanCo
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BryanCo

ethion21 Carthoris  One of my favorite WoW bosses was Blackheart the Inciter, an Ogre mage in the Shadow Labyrinth who would yell “Time for fun!” and mind control all the players.  It could easily turn into a wipe if everyone attacked the healer, but on guild runs it was great to bitch at your comrades for murdering you.

schmidtcapela
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schmidtcapela

Bunkheaded FacelessSavior 
I agree. It’s why many MMOs and co-op games nowadays removed rezzing as a class mechanic and use it as a game mechanic instead.

Bunkheaded
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Bunkheaded

FacelessSavior That’s an incredible leap of logic. I am not saying that every class should be the same, or that healing shouldn’t be in a game. I am all for limiting it in a raid/dungeon environment, but not for open world.

You don’t always get a well rounded group outside of certain modes and the classes that are more rounded are just more fun to play in the open world.

It’s the same reason that Warriors and Rogues got self-healing added to their builds in WoW. It doesn’t mean that you are able to heal yourself without the help of a healer in all content, but it makes running in the open world a better experience