Yep, I’m back to discussing class utility. However, this time it’s in a response to Firespirit’s post discussing the failure of the hybrid tax, specifically in the case of the paladin, as well as reiterating some previous thoughts from my last post where I discussed the mantra “bring the player not the class”, and finally more concrete ideas as to class mechanics. I suggest taking a look to read over Lightfury’s post, as I’ll be referencing some of the excellent, well thought out points he made.
I’m not going to try to summarize his post, but suffice it to say that Firespirit rather successfully argues that the 5% dps tax that is applied to hybrid classes (to make up for the fact that they can do other things outside of dps) simply isn’t effective or working at all. He cites the fact that for a paladin, his dps will be better on fights that don’t require as much movement, but also have multiple targets to hit with his AoE spells (very similar to a DK, in fact). However, other fights, such as Patchwerk, will see him behind other casters for dps, as they can finally stand still and don’t have to avoid circles of doom or fire raining from the sky.
This is where I originally came in and stated that it would be nice if they gave hybrid classes more utility. It’s VERY rare to ever see a druid have to pop out of cat form to heal. Occassionally they’ll use a battle rez should something happen, but when was the last time you saw one help heal? When was the last time a shaman stopped dpsing and tossed out some heals? Or see a warrior switch stances to have to tank? It’s happened, yes, but quite rarely. Not even once per Naxx run, which means you can easily go 20, 30 bosses between different raids and never have to have that happen. So just because they CAN do something doesn’t mean that they will.
My initial response was actually going to be to point out that Retadins can put up the Heart of the Crusader debuff on bosses to increase damage dealt by 3%. Then I realized that all 3 kinds of paladins tend to have it, and use it often. Tanks often spec into the ret tree for extra damage (afterall, extra damage increases threat), and healadins often spec into it for extra crit (we looooooooove our crit!) and it occurred to me that, once again, because it is so early in the tree, Retadins lose out on a mechanic that can be quite valuable to raids.
And that’s when I realized that one of the things Blizzard could do for all classes is to take a page out of Warhammer’s book and make each class quite unique by coming up with mechanisms that aren’t shared as easily as Mortal Strike or Replenishment. I say it over and over again, but Shadow Priests were in such a good place during BC. If their health/mana regen benefit mechanic had been kept more or less in tact into WotLK, then with the buffs that Discipline got (finally), Priests would have been an amazingly balanced class. Each tree is different and unique enough in play style and utility to make them desireable in raids and Arenas, and not that boring to play.
I will make one amendment to my earlier post. While I think it would be a positive benefit to all raiders to have raids that require specific abilities, perhaps what would be even better would be to allow certain mechanics to work on raid bosses that don’t currently always work. For instance, having them makes the fight simpler (not a ton, but a little bit) and makes it worthwhile to have a certain class/ability in the raid, but doesn’t make it essential. For example, Tranquilizing Shot wasn’t necessary in ZA, but it did make the Lynx boss easier. Whereas Instructor Rasuvius requires a Priest, perhaps the fight should have been designed to be very difficult without a Priest, but not impossible.
In addition, I think it would be very helpful if many classes got different kinds of abilities to make them useful in a raid (or arena) environment. For instance, I still don’t understand why Survival Hunters have a replenishment…it doesn’t make any logical sense. Hunter’s suddenly have super magical abilities that mirror what Shadow Priests used to do? How does that even make sense? Mages I can understand–lorewise, mages have very tight connections to the arcane. Paladins were a stretch, but tolerable. But Hunters? Really? If, say, replenishment were buffed up (remind me why it’s getting nerfed again…?) and removed from Hunters and probably Paladins (hold on a second Retadins) and kept to just Mages and Priests, then it would make it NICE to have them in the raid, but not necessary.
But wait…what if the mechanisms were different? What if Shadow Priests had their old mechanism back, but Frost Mages had the ability to, I dunno, “freeze” the usage of mana? Bear with me now–suppose that they were able to apply a raid-wide buff that, instead of giving back a certain crappy percentage of mana regen (I shouldn’t say it’s crappy, it’s helpful on longer fights…right?) but instead, reduced the mana/energy/rage/runic energy cost of abilities, or made every Xth ability used have its mana/energy cost reduced by 50%, or something like that? The abilities are inherently similar in that they help with mana/energy conservation and allow for more heals, but functionally quite different.
What if Heart of the Crusader were moved down the tree so that Tankadins and Healadins didn’t have full access to it, so that a Retadin was actually more unique when it brought it to the raid? Or better, still, have a talent deeper in the tree (maybe tag it on to another talent, say Swift Retribution) that increases the effectiveness of Heart of the Crusader by 33/66/100% and increases critical strike damage bonuses to party members by 1/2/3%. That’d be awesome for everyone, tanks and DPSers included. Maybe it doesn’t help healers that much, but Heart of the Crusaders never really helped them that much anyway.
There are so many mechanics that can still be toyed with. Certain silence mechanics, for example, that work in heroics but not in raids. What if a boss has a spell that is a 2 second cast that he casts 5 times in rapid succession (as soon as one finishes casting, the other one starts) that does lots of AoE damage/single target damage to one target of his/her/its choosing and needs multiple different interrupts (KT doesn’t count) to prevent lots of damage/death? And what if it becomes immune to a certain classes interrupt after it had been used for 60 seconds? All of a sudden you have a use for multiple classes to use their interrupts. Even if the silencing effect doesn’t work, the interrupt does.
And I’m not just talking about PvE stuff here either. In PvP, why can’t the force taunts for tanks be on a seperate, longer CD when used on other players and have it change the target player’s target to them? Or give the tanking specced classes an ability deep enough in the tree that another tree can’t go down 3 tiers and still have it. And so many PvE abilities can come into play in a PvP environment, especially when “Replenishment” means different things depending on the class, so it changes up the makeup of your team. Have 3 casters in addition to the healer? Maybe a mana replenishment might be more useful. Got a warrior and a rogue on your team? Maybe you want your abilities to cost less so you can use more of them faster.
And all of this can be achieved as the compromise for a “hybrid tax” or used on specs where DPS is lower and Blizzard doesn’t want to fix it.
The point being, if Blizzard were to pull back from number charts and comparing DPS/HPS/TPS from one class to another on different boss fights, and thought more creatively about how to implement different skills a class could use that would change the way a boss fight works, then maybe more players would feel more useful to a raid without any raids ever feeling like they HAVE to have a certain class.