I'm a long time Lord of the Rings Online player, who got a little jaded with that game's "holy trinity" model, so the freedom to experiment in ESO is quite intriguing.
With LOTRO, each class became increasing specialised since launch. To begin with, all were fairly capable in Melee, especially the main healer class who could wear medium armour, and use a shield.
However, a massive gulf opened between the DPS of DD classes and my tank - to the order of 10x or so. In a six man group, there would typically be two healer/support types. Bringing a tank would mean taking only 3 DPS, and furthermore those three would have to cut their damage output back to avoid stealing agro. Thus, a lot of groups stopped bringing a tank, since that gimped DPS 33% or so, while only reducing the healing requirement 40% - 50%. The healer/off healer had no problem healing through this anyway.
In my opinion, a large part of the problem was that the healers couldn't use their surplus mana to DPS when a tank was in the group. In healing stance you cannot DPS, in DPS stance you cannot heal , and stance swapping takes 10 seconds or so and requires you to not move or use any skills while changing, and is interruptable. Even then, the healer would make a very poor DPS without heading back to town to re-spec, and EVEN THEN, they still aren't a match for a dedicated DD class, having very high power costs for offence skills, long cooldowns on their best attacks, and doing most of their damage though landing large crits (instance bosses have much higher crit defence than world mooks). So, given that around 1/3 of the player base are support clases, the only way to balance the group was to kick the tank.
So, tanks were given more mitigation and other classes made more squishy.
When I last played this game, at 85, i remember running a 3 man instance with a melee bezerker heavy armour dps class , and a healer. We were all so specialised it was ridiculous. The plate-wearing bezerker would be oneshotted by the boss, and two hitted by everything else. He didn't even need to steal agro, the boss hits anyone in a 180 degree frontal arc, and had to be moved around the room as part of the fight... one false step and i'd find myself alone. My tank could weather the boss's attacks for two minutes without any heals... but only did scratch damage and couldn't heal anyone else. I started feeling like a complete one-trick pony - when you're not even the #1 tank in your guild and get passed over for the main raid bosses, your toon really feels useless.
To cap it all, they introduced another tank class, which could generate threat while kiting and had no range limit on its taunt skills - mine were only melee range. So, if the one thing my character could do, was be the second best punchbag in the guild, it was now with the proviso that i couldn't effectively stop spread out range mobs killing our healer, which featured heavily in the new content. 3 man and 6 man instances would now prefer this other tank class as the only tank, my main was now really limited to 12 man raids for taking the bosses - except that i was only second best in the guild at that, too.
How does a game get into this mess?
Whenever i argued against it, i'd get shot down in flames for criticising the holy trinity.
"Each player specialising 100% for their class role is the only way to beat the hardest content".
Let's break it down a little.
First, healing vs DPS.
Lord of the Rings Online places heavy restrictions on those who would do both.
But in ESO?
Is it better to have 3 players with 1 healing skill each, or one healer with 3 healing skills and the other two specialise in DPS with no healing skills at all? In ESO this seems a lot more open.
Second, defence vs DPS/Healing
Obviously, if it is possible to get all the mobs beating on one character, and the rest be untouched, the laws of min/max state that the character getting beaten on should sacrifice everything else to get their damage mitigation as high possible, whilst conversely, the healer/dps types turn themselves into one hitpoint wonders to maximise their output.
However, the idea of all the mobs being tanked by one is unrealistic, even within the confines of the fantasy setting. In practice you are going to have a "front line" of many individuals facing the enemy, each one "tanking" only one mob. Each indiviual controls a space 5 or 6 feet in diamater, owing to weapon reach. To block a dungeon corridor you're going to need two melee at least. From what i have seen from re-enactments, it is also impossible for 8 to attack one simultaneously , also due to the room it takes two swing a weapon. Two can go against one isloated person, while they back up desperately to avoid being flanked. You can just about envisage a third joining in from the direction that person is trying to retreat to, at which point they are dead, instantly, no matter how good of a fighter they are.
Finally there is the matter of differentials. In LOTRO they were just too large. Nobody should turn up to a pitched battle wearing a dress, i don't care what your class is. The difference between the tankiest and squishiest characters should be smaller than in LOTRO. But so should the DPS differential. No, my tank is not a bezerker, does not dual wield and only has a 1h sword, but that sword will still end you if it goes between your ribs, so you can't just turn your back on me and ignore me while i wail away at you.
One thing i like about this game, tanks appear to bring more to this group than just above average damage mitigation. Stoneheart dragonknights buff the defences of the people around them and weaken the defences of nearby mobs, Templar tanks like mine offheal too.
What happens when the trash is dead, and it's just the party vs the boss?
Personally, i hope fights like that are rare, because they are unrealistic, but isn't that a case where you'd be better off with a holy trinity super tough tank and 3 one hit point wonders healing/dpsing?
Perhaps with the Stamina/Magika mechanic, maybe not. If you had two templar tanks, one could tank the boss till he's out of stamina for blocking, then swap places with the other templar and heal while stamina regens. Hopefully, by the time Mana is running low, stamina will have recovered.
Edited by jesterstear on April 11, 2014 1:58PM