I liked How EQ2 initially designed healers and tanks.
All healers were equally potent, but healed via different means:
Cleric - direct big heals
Druid - heal over time
Shaman - large runes
At the same time tanks (war, pal, sk) all had similar tanking/mitigation potential but each came with its own side perks, where one was better for single target agro, another for multi target agro, one could pump out extra melee dps, while another could add some healing, etc (encounters were also designed in such way that they would call for a different optimal tank)
So it wasn't just war+cler as the ultimate ONLY raid set up - it was variations of 3 healers/3 tanks that could produce different results based on encounter in question.
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Quote:
[Rogean;750468]
Aren't you suppose to be banned?
[Zuranthium;1453395]
The people who invented the first space ships were brilliant. That doesn't mean anybody should actually want to use them 200 years later. Ideas are limited by means of execution. Everquest has amazing ideas that need to be completely reworked in their execution, in order for classic Everquest as it was envisioned to actually exist and continue to be relevant as things have evolved.
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