I don't mean reliance is "required", rather that these tools naturally produce synergies in play that aid to such for optimal makeup. You have the traditionally balanced concept of a group (healer, tank, DPS) and many games have focused on this being the specific required balance in play. I think that should be the overall goal for the ideal group for apex content, but there should be a means for other classes to synergize through various tools to achieve success in various content even if limited in selections.Norfleet wrote: β March 2nd, 2025, 04:50Class reliance does have its drawbacks, though: I can't imagine how a dev would manage to balance it such that all classes are played in the ratios they demand by fiat design. If you need exactly a 3:1 (or any other) ratio of A:B for your group content to function correctly, how do you enforce that players adopt these ratios in the playerbase? If you don't enforce the ratio, one class will become overpopulated, and this will result in a miserable experience for those players. If switching out is then difficult, those players will opt to gripe rather than switch.Xenich wrote: β March 2nd, 2025, 01:06Even things like class reliance help promote social play, but modern MMOs went away from these things due to demands.
EQ did well with this due to the numerous skills/abilities that classes had which allowed for different party makeups and sizes to achieve success. I think EQ could have expanded on this in both class progression as well as content design to create a balance in play that focused people to group, but did not establish the requirement of having to have X, Y, Z party makeups constantly. Some makeups were less optimal than others, but the point was that each class had tools that could work in various ways to support group play depending on content. This I think helps to reduce the issues with class reliance always being focused to the traditional balance in party makeup.
Pantheon I think is failing on this front to an extent. They are missing the concept of flexible play in group focus while pushing specifically for a balanced group forced style of play. That is, to even succeed in content, you must have class X, Y, Z in many cases which was not the case in EQ and you begin to run into the problems as you pointed out.
Granted the "perfect" group will always exist, but the idea is that less than optimal party sizes and makeups still have tools to succeed given proper content selection for that makeup.
This also requires that classes are not balanced between each other exactly, rather that each class is given practical tools to deal with the content themselves yet those abilities provide additional tools and aids when synergized with other class abilities, outside of the traditional "holy trinity" design. Think of how many classes in EQ could find ways to group with less than ideal makeup to handle various content while not being the optimal or perfect group.
This would encourage players to seek other classes because their tools combined with others would produce success. Then you can begin designing content around group play where soloing becomes impractical for most classes and this concept of play is progressed to the point where the most difficult content would strongly encourage optimal group makeup. I say encourage because I think that players who are extremely skilled in play and very clever with their application of their abilities should be able to find ways to do that content with less than optimal groups.
This actually worked pretty well in EQ, though... class envy wars constantly screwed this up due to the expectation that each class should be balanced between each other tit for tat (and according to a template group design), or... each given a specialty role that was above all others. I think that works against healthy group play and why modern MMOs ended up with simple designs due to the constant nerf disputes.
Also, keep in mind when I say class reliance, I am saying all aspects of play, not simply combat. Classes that buff, transport, provide travel aids, etc... are all forms of reliance in play. All of the other aspects of obstacles in play can be aided by various class utilities. The more non-combat obstacles you have, the more you can provide various classes with means to help in dealing with them which creates reliance by other classes regardless if it is combat or not.
