Search the Ramblings

Loading...

Thursday, February 09, 2012

The many roles of DPS... Ish.

Greg “Ghostcrawler” Street released a blog today, speaking specifically about how DPS roles can be constructed and designed within the confines of a game. He’s the Lead Systems Designer for World of Warcraft, but as TOR follows suit in its basic combat model (the GCD along with tanks, healers and damage dealers) the commentary is just as important for those of us running around the Vaiken Spacedock.

First of all, let’s get this straight; I hold Mr. Street personally responsible for the Azerothian malaise that has essentially killed off the game. That said, a lot of his blogs cover topics that are emotive, difficult to handle and hard to discuss. When it comes to DPS and how your specializations should be designed, he’s messing about with the vast majority of his player base.

He gets kudos just for taking it on.

Secondly, though, credit has to go where its due. PvE performance, in this author’s opinion, has never been more balanced than it is now and it’s Mr. Street who takes the plaudits for getting it there. Unfortunately, in lieu of any real analysis being possible in Star Wars as of yet, it’s hard to tell just how “balanced” the game is in its current state.

That said, the whine is strong in many.

Let’s take a look at his post, then.

The Concept

Essentially, the problem starts because there is a huge disparity when classes have three choices of talent specialization, but they don’t all have the same choice in roles. In the case of the paladin, shaman or druid, the problem doesn’t effectively exist because each spec does something vastly different. The paladin, for example, can either tank, heal or melee DPS. The shaman can heal, melee DPS or ranged DPS. The druid… You get the idea. Each specialization has a distinct “role” that utterly changes what is expected of the class when it’s in that spec.

Unfortunately, the other end of the scale has pure DPS classes that can only perform one role (DPS); and none of them can switch between ranged and melee, similar to the shaman or druid. Rogues have three choices between melee DPS while hunters, warlocks and mages have three choices between ranged DPS. Their role, effectively, never changes in a raid group. Obviously priests, DK’s and warriors fall into this category but not necessarily to the same extent.

What, then, is the point in the three specs?

When a player can only fill one role in a raid, what makes for a compelling choice?

Here are Mr. Street’s options:

1) DPS and utility is equal, you play what you like most.
2) Specs are specific for single-target, AoE or utility.
3) Each spec is roughly the same, but changes utility.
4) There are designated specs for PvE and for PvP.
5) Multiple DPS specs bite the dust in favour of hybrids.

I’m only really going to comment on things that the blog author hasn’t.

Model 1:

Despite model one looking good on paper, it’s practically impossible when you move away from a target dummy. Additionally, we live in a world where the community has decided that the only thing a DPS player should be concerned with, is DPS. That’s it. If they’re not competitive on damage, they’re not a competitive class. It completely ignores that key word, “utility”.

Sure, there is almost no encounter problem that can’t be solved with higher damage – but that doesn’t mean utility should suffer the vilification it does at present. If a class utility doesn’t buff the damage of said class, players write it off as “pointless utility that shows clueless design”.

While this could be considered a problem with raid design not offering enough scope for utility, it’s NOT a problem with class design. The community has made it thus. And we’re also talking about a community that has proven, by and large, that you should change from your favourite spec to the one that does the theoretical 1% of extra DPS.

The developers cannot win here.

Model 2:

It’s amazing that the same community showing such contentment at changing spec for a miniscule damage increase (even if only theoretically) would be so poisonously hateful if the developers chose to go down the route of model two. Imagine it.

“We’ve decided that Fury is for AoE and Arms is for single target”.

This could then be the most balanced the game has ever been, but I think we can all agree that the outcry would reach critical decibel levels. Switching from Arcane to Fire is fine for a 1% increase in damage. Switching from Arcane to Fire is not fine if it’s because Blizzard designed the encounters with that in mind.

Of course, there is another problem with this model; what about Retribution or Shadow? Classes that only have a single DPS spec would either have to be designed for both AoE and single target (thus, overpowered), or designed for only one (thus, underpowered). Buff utility? Pah. I’m a DPS player, man. I do DPS.

The developers cannot win here.

Model 3:

Personally, I think there is a lot to be said for model three but I don’t think the community would widely agree. As previously hinted, players don’t like utility and I think the root cause of that is because it’s hard to judge whether they’re being effective or not. Sure, World of Logs analysis can help to figure this out, but the game really needs to find a way of showing how effective utility is when a player doesn’t compete in raw DPS.

Again, however, raid design doesn’t appear to support this model. Most problems are solved by higher output or by getting a specific mechanic right, not by clever use of class utility. In short, encounters would have to change dramatically in order to make this compelling, something that would also run the risk of being too formulaic. If someone really likes using their utility, you can bet your bottom dollar they’ll complain about encounters that don’t encourage its use.

That said, the potential in this kind of idea is staggering. Imagine a Subtlety rogue that was designed around providing threat management. He could improve tank threat (assuming it was still an issue… It currently isn’t), help to reduce DPS threat, or misdirect it to other NPC’s. Imagine an encounter that brought in an add that had to be off-tanked, kited or killed. Your Subtlety rogue, being clever, decides to misdirect the attention of the boss to this NPC!

The developers can win here.

Model 4:

I think, to a certain extent, this would solve a magnitude of balance problems, but create a pile of other problems. The blog already covers them accurately, and I have nothing to add really.

Is ultimate balance really what players want? I’m not sure it is.

The developers can win here, but I don’t like the odds.

Model 5:

While I generally agree that sweeping changes to a mature game with millions of expectations attached to it would be too risky, I know many people who believe that a complete overhaul is exactly what the game needs at this stage in its life.

The biggest problem, however, isn’t the idea – it’s the way it’s presented. Prior to this paragraph, Mr. Street is largely sensible in his approach but he undoes all his good work here by forgetting the history of his own game, while simultaneously rooting himself in it.

Few would support the idea of putting three roles into each class. Tanking mages, healing warriors and ranged rogues don’t make sense. But this is misleading. What makes three the magic number for talent specs? Why not two? Why not one spec that concerns itself primarily with damage, while another spec concerns itself primarily with utility? Star Wars actually got this particular decision right on the money, by realising that pure classes should get the MOST utility because hybrids already have it purely by virtue of being hybrids.

The Sith Juggernaut can tank or DPS, which means his DPS spec does exactly that; damage. Compare that to the utility offered by a Sith Marauder, and you start to see why BioWare went down this road. Both classes do the same damage, roughly, but it’s the Marauder that has the most utility because it’s the Marauder that can never tank.

So, why three specs?

Most will argue that hybrids suffer under this routine because they’d have to lose a role entirely; but that’s not true. Take a look at the paladin who can spec Holy (spellcasting), Protection (melee) or Retribution (melee). We have a shaman who can spec Restoration (spellcasting), Enhancement (melee) or Elemental (spellcasting). Lastly, what about our druid friends? They’re about to play Guardian (melee), Feral Combat (melee), Balance (spellcasting) or Restoration (spellcasting).

In other words, they’re either in melee combat or they’re spellcasting; two options.

Talent trees (or systems… The Pandarian ship has sailed) could be designed around what that character is actually doing, rather than specific buffs for baseline abilities. And don’t forget, Feral Combat used to house the talents for cats AND bears – something that, though sometimes clunky, invariably worked just fine. Therefore, your Retribution and Protection paladin could be based in one tree, while the Holy paladin could be based in another. This applies across the board, and even supports talent choices from other trees if they’re well designed.

This is the problem, as I see it, with Greg Street and the current team. They’re not willing to take risks, or really think outside the box. Utility specs were fun for a lot of people (my sister, a Shadow priest, loved playing it during The Burning Crusade), yet they’re now gone because of shallow raid design that calls for three roles and three only; even hybridization has taken a hit. Yet, there are options for real innovation and they’re routinely sidelined because they’re either too difficult or go against what was seemingly set in stone aeons ago by goodness-knows-who.

So, which model is the best as far as I’m concerned?

It’s got to be a mix of 3 and 5. Rather than designing raid content that simply favours more output, deeper encounters would promote the value of utility or support specs that can grease the tactical wheels beyond raw damage. However, I’m also of the opinion that three specs per class is becoming a burden because they’re impossible to get right in a community that can’t agree with itself.

The community is largely responsible for the other models being unworkable, because they’re vociferously resistant to change that doesn’t address the more fundamental issues. The developers are responsible for not addressing said issues by virtue of meaningful change that might freshen up an overused endgame model. A model that, might I remind people, is bleeding players.

5 comments:

  1. Hiratha15/2/12

    (short incoherent reply cos I've been brain-fuzzed on drugs for days and my hand hurts too much to type a lot)

    Why would two specs have to be universal? If there might be a problem with having the feral thing spread to more classes, just have the right number of specs for each class on a by-class basis, surely...

    (I have a feeling that if they cut a spec from hunters it would probably be my favourite, arg! But that's not really relevant to whether it would be a good idea.)

    I think I like 2 and 3 myself. But then, I was always very fond of utility. 4 actually bears an awful lot of resemblance to "Specs are specific for single-target, AoE or utility." in my opinion - anyone else bet that utility would win PvP by a mile..?

    ReplyDelete
  2. For me, the only reason two specs would have to be universal is to dampen down the QQ about “other classes having more options”. But with regards to cutting one spec from a pure class, I see no reason why they couldn’t merge the cool stuff from the dying spec into the ones that are being kept. Imagine a low-tier version of Intimidation that Marks or Survival could pick up. That would be cool. :o

    The overarching problem here is (and it was Spinks that mentioned it) that this blog, like a lot of Greg Street’s recent commentary, comes across as tired and authored by a developer who’s largely given up. In Star Wars, like I hinted, “utility” is considered more of a priority for pure classes because they can only fill one role, unlike hybrids who seem to end up getting it all.

    Stand fast mages, of course.

    But the very concept of utility is wrecked by bad raid design. When every problem is solved with more damage, it’s no wonder players don’t want talents or abilities that don’t provide them with it. You’ll recall our time in WotLK when a certain hunter (not you) provided reasonable damage, but not great. That was more than made up for by said hunters willingness, though sometimes grudged, to be a “utility player”; someone who kept the snotty jobs out of the way of the other damage dealers. Malygos’ sparks is sort of THE example. :P

    It sounds unflattering, but that hunter was sorely missed when absent.

    I’d like to see design that rewards that type of approach, an approach where a player could pick up loads of utility talents and be used in that actual role; to be a utility person. Not necessarily there to do damage (it could even be a healer), but to cover all the other parts of an encounter that would allow the rest of the group to do what they’re potentially best at.

    At least it would make for far deeper gameplay.

    ReplyDelete
  3. Hiratha16/2/12

    I would kill for more kiting jobs. Stressful, yes, but every time we downed Gluth with me doing the kiting I felt personally responsible for the success which felt *really awesome*. Constant whinging from us hunters about the tanks refusing to do it aside, ahem.

    I'd be pretty on board with utility specs for pures, particularly in the world of duel spec (don't need your type of utility this fight? go damage spec), so long as raid design supported it.

    I miss being able to Use My Awesome in places like Naxx, Ulduar and (to a lesser extent) TotC. Utility is fun and in many ways far more rewarding than just being a bigass cannon (my ability to excel at being said bigass cannon in wotlk aside...)

    Caveat being that I ofc can't speak for how much utility was or was not useful in Cata!

    ReplyDelete
  4. Your job on Gluth is a good example. I wouldn’t say doing utility jobs is fun for everyone, but it’s certainly fun for a lot of people and the concept of it is grossly misunderstood. Ara doing the Algalon sparks almost exclusively, for example, ended up buffing raid DPS because nobody else had to worry about it; the other deeps had full uptime.

    Unfortunately, Street’s team think that utility buffing RDPS is “Blood Frenzy” or “Demonic Pact” – that’s not what we’re talking about here, we’re talking about players doing different things in fights that indirectly benefit their team mates. Not only does it add depth to an encounter, it (like you said) lets players feel awesome because their contribution, though statistically low on Recount, is fundamental to a successful pull.

    It also helps raid leaders to put their best players to better use depending on the encounter. If a player’s biggest strength is mashing keys, he’s going to want to be on the boss all the time. If a player’s biggest strength is spatial awareness, dealing with the sparks will be more fun for them. Imagine a world where talent choices actually made use of that spatial awareness so you could absolutely ROCK at those jobs.

    Seeing yourself top of Recount might be fun. Seeing yourself bottom certainly isn’t. It’s shame, then, that the last two raid tiers have utterly devalued anyone with skills other than mashing keys.

    ReplyDelete
  5. Absolutely... You mention yourself my love of TBC, when I first started raiding. My very first raid trash pack, it was 'Brayden shackles star' Brayden is here because her group needs mana. Brayden is here because she has 1k bonus shadow damage (god, those were the days) so her Mind Flays refund themselves.

    I have found it extremely difficult to shift out of the mindset that to truly play properly, you must embrace not only the spells that make your numbers bigger, but also the things that make your class more worthwhile; difficult in a game where everybody just becomes more identical.

    If that means you have to eat traps on Ragnaros, you eat traps. Disperse damage. Use your life grip to pull the main tank back onto the Spine of Deathwing because they missed the call to roll and prevent a wipe. (Definitely one of the coolest moves I ever pulled) Consider the rest of the raid rather than your own numbers.

    When I logged into the new world of Wrath, I shifted directly from the 'support role' shadow priest to the top damage shadow priest, because the buttons never changed. I wonder how this batch of 'I R RAIDURZ' gets by without knowing the basic things, and having everything changed for them.

    One of the many reasons I no longer play I suppose :)

    ReplyDelete