(10-13-2013, 03:51 PM)LiadansWhisper Wrote: If dungeons were 5 mans, I could see it, maybe. Â But with them being 4 man dungeons, I don't see how they could make room for a pure support class.
Though city of heroes did have larger party sizes the missions could be attacked by any size group and the content scaled what it showed though is that healers are not required if the damage is dealt with other ways, some defenders had small or focused heals if their type of support might have needed it but Force Field defenders did not need heals, why do you need them if your party hardly takes any damage.
And really a full support class in any game should be built around being able to substitute as a healer in a dungeon, if their role is damage mitigation. In larger content say 8 mans their abilities should be able to reduce the healing load so that a single healer could handle the heals. On the other had defenders such as Kinetics whose job was to reduce enemy attack power and buff player attack power, had a Heal which healed the melee around an enemy, because their damage mitigation was not as high as say force fields.
Now pure controllers much like the "Enchanter class" from Log Horizon appears; were slightly different had could not always be substituted for the healer like a defender could, it really depended on the content. But their job is to lock enemies down entirely and often only 1 or 2 enemies would be able to attack effectively in a group. I don't know if controllers types would work well in this game if only because control abilities are spread out among classes and enemy groups are smaller than they were in City of Heroes, the need for more control on groups is not really necessary.
But built well with those ideas in mind a support class could easily take the place of a healer in smaller content.
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