Anatomy of a Failed Design: Role Protection.
Posted: Mon Apr 13, 2009 7:30 pm
Okay, you've heard me rant about it before and you're going to hear me rant about it again.
Biggest problems, 4E doesn't even know what the roles are supposed to do. They're just blurred all of the time. Classic example is the defender. Trading defense for offense is actually a POOR move. Everyone ignores the super-armored paladin because their mark does jack for damage. And that's the fundamental problem with the role. If your defense is too good then monsters just ignore you unless you have a super-punishing mark feature. Battlerager fighters get away with it because they do 'enormous' amounts of damage for getting ignored. The closest two ideas I've seen to an actual 'defender' class is the Hospitaler Paladin PP and the Shielding Swordmage. And those two classes are saddled with other problems.
Striker is just a worthless role to begin with. They're supposed to be highly mobile DPS vehicles. Well, the idea of being highly mobile is complete crap, considering that every mobility power published so far is inferior to having a ranged weapon. So sucks to your mobility. Furthermore, doing an increased amount of damage is not a role. Everyone in this game does damage. Fighters do more damage than anyone except half-elf avengers and rangers. Warlords do a respectable amount of damage and have a bunch of other advantages to boot. An uptick in DPS is not a role, it's something you write on a character sheet.
Furthermore, the idea of splitting 'controller' and 'striker' completely misses the point. The goal for any adventuring day that involves combat is to reduce the amount of damage you take relative to the enemy. You can either do this by increasing your DPS to reduce the number of rounds an enemy can act or just taking away the ability of an enemy to act at full capacity. So at what point does the 'controller' and 'striker' function differently? I say at no point whatsoever. Even though defender is a vague and worthless role, at least it plays a little differently from how strikers and controllers are supposed to act. But controllers and strikers use fundamentally the same tactics. Target the biggest, strongest monster and wail on them until they go down.
And then there's the healer. Okay, one of 3E's biggest things I enjoyed was that no class was really mandatory at low levels. Yes, they pretended that healers were, but they really weren't. Except for mass heal, in-combat healing was a big joke. All healing was done with godsticks and only parties like an all-fighter group couldn't handle that. But in a stunningly stupid move 4E decided to return to the days of having mandatory classes in the group--which increases the good ol' days of players drawing straws to see who gets to play the cleric. Ugh. At least there's a nice selection of them to pick from at this point in the game; warlord, cleric, bard, and shaman.
But you know what? The idea of all healing being done by one person is worthless. It just increases the 'dogpile on the loser' tactics that this game has. And since healing is generally done as a minor action, it doesn't even matter who does the healing in the first place. Seriously, does it really impact game balance that an inspiring word comes from a rogue instead of a cleric? No, all that matters is that parties only get two minor-action heals per encounter.
Okay, now let's get into the second problem with role protection. The melee vs. ranged interaction. The game seems to suggest that the best party mix is of ranged and melee characters. Except that the game in no way works out like this. 4E correctly realized that melee combat is a fundamentally disadvantaged combat mode so tried to give it some bennies. This didn't work out too well for reasons separate from the thrust of role protection.
But even if it was given bennies to compensate for it, a few problems persist. One is that there are no melee controllers right now. The rogue does a very remarkable job of inflicting punishing status effects at higher levels; only orb wizards do a better job, really. But that's not what the class was designed for. See, the idea of the controller class was to have a person who could disable enemies at any corner of the battlefield. Because if they could only lock up enemies in their melee reach, that would make them a... wait for it... a defender.
But let's take a step back for a second. Except for stuns, blinds, and dominates--which all happen to be pretty rare and carefully rationed--most of what the controller does the melee characters don't really care about. Invokers for example have an at-will that slows in a burst. That's berserkly powerful... if your party isn't already in melee. Slowing or immobilizing a hydra doesn't really help out the poor fighter bastards who have to wade in and wail on the damn thing. Many times, controller powers are just not up to par--especially considering the distances you're supposed to engage enemies. If you're some poor fighter facing down a pair of Zombie Brutes, would you rather have a wizard plinking away with their at-wills/encounters or would you rather have a ranger or another fighter?
I could go on, but overall, there's little synergy between melee and ranged characters. The ideal party in 4E is not a razor paladin/artful dodger rogue/laser cleric/archer ranger/wizard. The ideal party is a team of a tempest fighter, a battlerager fighter, polearm fighter, a brutal scoundrel rogue, and a Battle Captain ... or a combination of wizards, archer rangers, and laser clerics. The idea of roles was to prevent this situation, but it only reinforces it.
Biggest problems, 4E doesn't even know what the roles are supposed to do. They're just blurred all of the time. Classic example is the defender. Trading defense for offense is actually a POOR move. Everyone ignores the super-armored paladin because their mark does jack for damage. And that's the fundamental problem with the role. If your defense is too good then monsters just ignore you unless you have a super-punishing mark feature. Battlerager fighters get away with it because they do 'enormous' amounts of damage for getting ignored. The closest two ideas I've seen to an actual 'defender' class is the Hospitaler Paladin PP and the Shielding Swordmage. And those two classes are saddled with other problems.
Striker is just a worthless role to begin with. They're supposed to be highly mobile DPS vehicles. Well, the idea of being highly mobile is complete crap, considering that every mobility power published so far is inferior to having a ranged weapon. So sucks to your mobility. Furthermore, doing an increased amount of damage is not a role. Everyone in this game does damage. Fighters do more damage than anyone except half-elf avengers and rangers. Warlords do a respectable amount of damage and have a bunch of other advantages to boot. An uptick in DPS is not a role, it's something you write on a character sheet.
Furthermore, the idea of splitting 'controller' and 'striker' completely misses the point. The goal for any adventuring day that involves combat is to reduce the amount of damage you take relative to the enemy. You can either do this by increasing your DPS to reduce the number of rounds an enemy can act or just taking away the ability of an enemy to act at full capacity. So at what point does the 'controller' and 'striker' function differently? I say at no point whatsoever. Even though defender is a vague and worthless role, at least it plays a little differently from how strikers and controllers are supposed to act. But controllers and strikers use fundamentally the same tactics. Target the biggest, strongest monster and wail on them until they go down.
And then there's the healer. Okay, one of 3E's biggest things I enjoyed was that no class was really mandatory at low levels. Yes, they pretended that healers were, but they really weren't. Except for mass heal, in-combat healing was a big joke. All healing was done with godsticks and only parties like an all-fighter group couldn't handle that. But in a stunningly stupid move 4E decided to return to the days of having mandatory classes in the group--which increases the good ol' days of players drawing straws to see who gets to play the cleric. Ugh. At least there's a nice selection of them to pick from at this point in the game; warlord, cleric, bard, and shaman.
But you know what? The idea of all healing being done by one person is worthless. It just increases the 'dogpile on the loser' tactics that this game has. And since healing is generally done as a minor action, it doesn't even matter who does the healing in the first place. Seriously, does it really impact game balance that an inspiring word comes from a rogue instead of a cleric? No, all that matters is that parties only get two minor-action heals per encounter.
Okay, now let's get into the second problem with role protection. The melee vs. ranged interaction. The game seems to suggest that the best party mix is of ranged and melee characters. Except that the game in no way works out like this. 4E correctly realized that melee combat is a fundamentally disadvantaged combat mode so tried to give it some bennies. This didn't work out too well for reasons separate from the thrust of role protection.
But even if it was given bennies to compensate for it, a few problems persist. One is that there are no melee controllers right now. The rogue does a very remarkable job of inflicting punishing status effects at higher levels; only orb wizards do a better job, really. But that's not what the class was designed for. See, the idea of the controller class was to have a person who could disable enemies at any corner of the battlefield. Because if they could only lock up enemies in their melee reach, that would make them a... wait for it... a defender.
But let's take a step back for a second. Except for stuns, blinds, and dominates--which all happen to be pretty rare and carefully rationed--most of what the controller does the melee characters don't really care about. Invokers for example have an at-will that slows in a burst. That's berserkly powerful... if your party isn't already in melee. Slowing or immobilizing a hydra doesn't really help out the poor fighter bastards who have to wade in and wail on the damn thing. Many times, controller powers are just not up to par--especially considering the distances you're supposed to engage enemies. If you're some poor fighter facing down a pair of Zombie Brutes, would you rather have a wizard plinking away with their at-wills/encounters or would you rather have a ranger or another fighter?
I could go on, but overall, there's little synergy between melee and ranged characters. The ideal party in 4E is not a razor paladin/artful dodger rogue/laser cleric/archer ranger/wizard. The ideal party is a team of a tempest fighter, a battlerager fighter, polearm fighter, a brutal scoundrel rogue, and a Battle Captain ... or a combination of wizards, archer rangers, and laser clerics. The idea of roles was to prevent this situation, but it only reinforces it.