Also some / all of this may already be happening in other MMOs - if anyone knows of such instances I'd love to hear them.
That being said...
Class role and specs are something I think about alot, and when I saw this post from Ghostcrawler on the wow site, some of the points resonated.
In particular:
Personally I think having 3 specs all devoted to just one role is wasteful, inefficient, and forces an artificial bottleneck in the pug system.Ghostcrawler wrote:Model Five – Don’t have multiple DPS roles
This is the most controversial model and the one that would require the most change, meaning we are almost certainly never going to do it. For sake of completeness though, you can argue that classes never should have been designed with multiple specs that fill the same role.
At the same time though I am not a fan of having any class able to cover all 3 specs either - there should be *some* lopsidedness to encourage players to offset eachother.
So imo what's needed is to have every class able to cover 2 roles, e.g. take the general approach used by warriors and death knights, and apply it to everything (in this hypothetical game). So again just framing it in wow terms purely as a springboard template, it would look something like this:
Warriors (1 tank spec, 2 dps specs)
Death knights (1 tank spec, 2 dps specs)
Paladins (1 tank spec, 2 dps specs) - i.e. they'd have enough heals for occasional emergencies but that's it
Rogues (2 dps specs, 1 heals aka bards)
Hunters (2 dps specs, 1 tank spec aka defensive BM)
Warlocks (2 dps specs, 1 drain healer)
Druids (2 dps specs, 1 heals)
Mages (2 dps specs, ice tank)
Priests (2 heals, 1 dps)
Etc
The point being, everyone can function as either DPS OR (one of the two "core" functions - but not both), and DPS is still kept diverse by having 2 "flavors".
That would be the first thing to do.
The next thing would be to have solo content that includes at least some challenging stuff. Back in the day wow used to have outdoor areas full of elites (epl scarlet crusade HQ, death island in Feralas, guard complex outside ZG, etc etc) - now those are almost extinct (Alcaz island is the only one I can think of offhand). Now granted these were placed not so much to provide challenging solo content as to act as living cliff edges, or "Here There Be Dragons" zones where they intended to add future content at some point, but still - if you ever got sick of easy quests and welfare blues, you could always spend some time grinding the elite areas.
Set aside 10-20% of every zone for something like that, but with some quests and storyline - never required, just there for players wishing to push themselves harder. And that would be where you'd get blue quest rewards (outside of dungeons ofc) - running EZmode solo quests would only give green quality gear.
Also give the ability for players to hire a henchman, who would run on the pet AI and act like a less-powerful version of a player, with different versions available in different roles so a healer could have a tank and etc - but only available outdoors. This way there would be no classes "left out" when it comes to tough solos; even heals/dps classes would have an option there. But again, not for dungeons, just solo'ing.
Anyway those are just (very) rough ideas, some/all of which may well have already been done better by existing games.


