Should every class be a hybrid?

Should this be the case? Or should the remaining four 'pure' DPS classes... the Rogue, Mage, Warlock, and Hunter... be given the same 'hybrid' flexibility as the other six? We've seen great changes from the old days especially with the release of Wrath of the Lich King bringing real viability for hybrid classes to fulfill whatever role they spec and gear for, especially with tanking and healing: each tanking class can perform the MT role, for instance, although each can be said to have strengths and weaknesses to some degree in certain aspects (Warriors and Druids struggle with AoE tanking compared to Paladins and DK's, for instance). Some healing classes excel at group healing, others at tank healing, but all should be more than capable of solo healing a five man and all are valuable in raids.
Where this breaks down is in the case of DPS. Since there are no classes that can only tank or only heal (how would a 'pure healing' class ever solo anything? Heal themselves until the mobs got bored and dropped their loot in frustration? Go team cleric indeed) it's not seen as unbalancing if all the tank classes are at parity or as close as is possible with different abilities and different encounters. After all, even if there are four classes competing for your role you can always choose to respec to a different one, or at least that's the logic usually seen. But since the DPS classes only DPS, and can't respec to a different role, you have to give DPS classes a small edge as DPS so that they won't get swamped. After all, only four classes can tank out of ten, and only four classes can heal out of ten, but all ten can DPS. You need to give the pure DPS classes an edge if they're going to stay worthwhile.
The difference between hybrid DPS and pure DPS classes in Wrath was deliberately reduced. Whereas before, the pure DPS classes were expected to always be on top and be well ahead of other classes, now it's expected to be close so that a skilled, well geared player of a hybrid class should be able to put out competitive DPS especially when compared to a less skilled player of a DPS class. This does, however, lead to the idea that we're still seeing a hierarchy here: if you choose one of the four 'pure' DPS classes, and are as geared and skilled as a hybrid player, you should almost always have an edge on that player.
Since WoW abandoned the idea that there was one tanking class and two classes that could offtank or trash tank, and abandoned the idea that there was one main healing class and three 'also rans' that can heal if there's no cloth wearing healer available, it seems to me that it's time to abandon this last vestige of the old design. There's no reason that the choice you made at level 1 should help or hinder your DPS automatically any more than it should hamper your tanking ability or healing ability. If you choose to be a DPS player, you should be on as close a playing field as Blizzard can maintain while still keeping the classes flavor distinct and mechanics independent. But how to go about this?
Give all classes a secondary role at the minimum. Paladins and Druids will of course remain the ultimate hybrids, with the ability to fulfill all three roles in a raid, and perhaps Shamans can gain tanking viability too, but more importantly the four 'pure' classes will be given a role that fits their flavor and abilities. Since of the four DPS classes in question we have two pet classes, it's not hard to imagine Hunters and Warlocks becoming Tank/DPS with a revamp of the Beast Mastery and Demonology trees. But what about Mages and Rogues?
One possibility would be to break the trinity of DPS, tank and healing up in some way. We already see this to some extent as the physical DPS vs. magical DPS argument, or the ranged vs. melee one, but there's also the concept of mezzing/debuffing that other MMOs are more distinct about. WoW has this in the form of CC like polymorph and sap and debuffs like Curse of Elements or Blood Frenzy, but these tend to be stripped down in current play. In the current edition of the pen and paper Dungeons and Dragons game (which heavily borrows from MMOs) there are four roles, defenders (roughly analagous to WoW tanks), leaders (effectively the game's 'healing' classes), strikers (the damage dealers) and Controllers, who specialize in damaging or inconveniencing groups of mobs and fit into the mezzer/debuffer category.
Both the WoW Rogue and Mage could fill this role. You could spec to be a pure damage dealer with minmal crowd control and debuff options, or spec into talents that increase your ability to slow/root/ snare and weaken your enemies. Mages would by necessity be the stronger at area debuffing/mezzing while rogues would specialize in single target, which would probably mean they'd need stronger debuffs and more ways to apply them. In order for this to work, of course, we'd need to move away from AoE tanking as it currently stands: in effect, mages and rogues would assume some of the burden for controlling and debuffing groups of adds to keep them from swarming a group that is currently the role of the AoE tank using Thunder Clap, Swipe, Consecrate or Death and Decay. In a way, it would be a step back to the days when a five pull in Blackrock Spire meant three mobs would have to be CC'd. As such, I don't know if it would work in the current game, but the game has changed in the past to allow classes to gain new roles, it could do so again. Abilities like Tricks of the Trade point to one way we could allow rogues to help AoE tanking by giving their threat to other players.
In the end I wouldn't expect any such sweeping changes anytime soon. We already have a lot of classes in World of Warcraft who can do more than one role in a group, it's possible that's all we need.
Filed under: Druid, Death Knight, The Burning Crusade, Odds and ends, Analysis / Opinion, Warrior, Warlock, Shaman, Rogue, Priest, Paladin, Mage, Hunter, Wrath of the Lich King






Reader Comments (Page 1 of 10)
elvendude Apr 30th 2009 2:08PM
"leaving two classes as jacks of all trades who can heal, tank or DPS."
Either something is faulty in your figuring, or I'm completely missing a class. The only one I can think of is Druid.
elvendude Apr 30th 2009 2:08PM
Yep, I was missing Paladin. Ignore me. =)
MDC Apr 30th 2009 2:09PM
Paladin :)
Chris M Apr 30th 2009 2:16PM
Paladins. Don't worry, it took me a second to think of Druids as well.
Artimaeis Apr 30th 2009 2:27PM
Paladin?
Emophia Apr 30th 2009 4:07PM
Yeah, as a Paladin I was confused to till I read your post and saw driuds.
RangerJoel Apr 30th 2009 2:10PM
Let's just get rid of classes altogether well we are at it. No need for multiple high level toons for different styles of play just respec and regear.
EPIC FAIL!
Yeng Apr 30th 2009 2:29PM
This is not unheard of. Many MUDs (and possibly some MMOs that I'm not aware of) don't have classes at all. Your character is what you make of it when you choose what sort of skills you want to advance in to. A recent example of this would be the game Fallout 3.
So indeed, it could be quite possible to not have any classes at all.
peagle Apr 30th 2009 2:08PM
Yes everyone should be able to do everything and use every item, and preferably be both genders and on every side of every faction.
/troll off
I think hybrid classes have enhanced the game, but I don't think its justification to make everyone hybrid. I think class distinctions are at the heart of the game, and speaking as a pure DPS class myself, I don't crave being able to do double or triple-duty as tank or healer.
Kassu Apr 30th 2009 2:15PM
I've never understood this whole "Hybrid VS Pure" debate.
Blizzards viewpoint seems to be that if they make hybrids as good as pure classes in terms of DPS, people will suddenly reroll hybrid and never look at the pure classes again.
That's some of the most nonsensical shit ever, people play a class because they like it, not because they can spec into 3 different role.
They should just drop this topic altogether.
Yeng Apr 30th 2009 2:25PM
@Kassu
That's not necessarily true. There are a lot people that DO roll a particular class just because it is a hybrid and it allows them to be 2-3 character roles in one. So in fact, I do believe it has impact on what class a person chooses.
kyle Apr 30th 2009 2:26PM
I think the idea the way the author detailed it is terrible but I think the heart of it is valid.
Hybrids bring so much more than pure classes do (as the game is now with dual specs) and offer enough more flexibility that to me I cant imagine playing a pure class anymore. Its just more fun to be able to fulfill several different roles. (In my guild we trade jobs on our 5 man runs so people arent stuck healing/ tanking all the time)
They simple dont do enough more damage (sometimes less) to make up for being stuck in one role.
Also I will add that currently cloth classes do not get enough to merit being two-shotted.
Arms warriors are hella fun right now.
Daniel Apr 30th 2009 2:39PM
Time and time again I stress that this is the nonsense underlies bring the player not the class. Because why have any classes at all? If every class is a hybrid class then being a Rouge vs a Mage is mere empty naming, the differences are cosmetic only. The fundamental problem is that if there is no real impact on game play, then calling such differences "classes" is simply a lie. On the other hand, if you group different abilities into different classes such that they have a real impact on game play, then it is impossible to institute bring the player not the class.
If class differences don't have enough impact on game play that certain classes are absolutely 100% required in certain encounters, then whatever you have anymore it's not a class. Distinction must have real meaning otherwise such distinctions are meaningless.
I for one thought that what they did to Druids was terrible and I play a Druid. Druids should not be just as good as everyone else in all three roles. It completely robs them on their identity.
Clevins Apr 30th 2009 2:40PM
The problem is that if you play a pure dps class and are looking for a guild or are newly 80 and want to justify a raid spot it's hard now. Your argument used to be "Look, I'm good and can outdps a hybrid by a good amount" so you were recruited to increase the dps of a group by s significant margin. This isn't true in Wrath. Say you're a rogue - cat dps will come close to you and if the person playing the cat is open to it they can grab offspec gear for tanking or healing and dual spec... giving them flexibility in addition to dps that's basically the same as yours (assuming similar gear/skill from both players).
However, the solution isn't to hybridize pures, but to remember that pures bring other things to the tables and to design encounters to use those. Wrath has killed CC... but it's useful again on some Ulduar trash to sheep... that's something the mage can bring. Anestheic poison and Fan of Knives in Sarth is another.
In short, I think this is more a failure of encounter design than class design. Bring the player is good overall for the game, but the encounters need to get past the "pull, AoE, heal, pull again" mode and use the secondary skills that classes bring. CC, but also things like new poisons for rogues that are imaginative counters for the abilities of mobs, etc.
Kassu Apr 30th 2009 3:12PM
I think your life in WoW is rather sad then, if you think you must play a class that suits your raid group.
Seriously. If your guild is pushing to take someone over you because they are a hybrid and you're a pure, then you need to find a new guild. Because that's just stupid.
placebo Apr 30th 2009 3:22PM
Sheeping is great and all, but what about kiting or snares or stunlocks for cc? I agree- it's a failure of encounter design.
Make a mob that will hit for 100k unmitigatable damage to melee and let Mages or Hunters kite it while melee has to watch thier threat for once. Have the same mob be able to be permastunned by rogues. Warlock fears or some new mechanic - I guess some pets offtank? The same wash, rinse and repeat is definately getting a little old.
I do remember those days in UBRS where I polymorphed one mob and kited another until we could get around to killing it.
alex Apr 30th 2009 3:35PM
@kassu
"Blizzards viewpoint seems to be that if they make hybrids as good as pure classes in terms of DPS, people will suddenly reroll hybrid and never look at the pure classes again."
Newsflash: That's Blizzard's viewpoint because that IS the case.
Not the extreme straw-man version you posted, but it's plain as day that many will leave pure DPS classes if another class offers equivalent DPS + extra. Just look at class trends since Wrath narrowed the gap, especially since dual specs.
Robert M Apr 30th 2009 3:41PM
I agree, there are also good reasons not to have every class bring a certain buff to the game, and ultimately I think that hybridization is creating more problems than it's solving.
Replenishment is a good example of a hybrid buff that has been shared and seems to be somewhat of a nusiance now that it is an expected raid buff.
http://fatchickstank.blogspot.com/2009/04/over-on-wowinsider.html
Dankie Apr 30th 2009 6:02PM
@placebo
Rogues can't currently stunlock worth a damn in a pve situation - warrior tanks tend to stun the mobs in a situation like that, and so do Pallies, or Priests -- which puts diminishing returns on Rogue stuns. so they get 5 second stun from whomever, then Rogue comes in, builds CPs blows a Kidney shot and WHAM 1second stun, then Immune.
-_- wtb my non-diminishing returns back.
Olicon Apr 30th 2009 6:21PM
Hunter to an extent can already "tank" with their pets. Just give them yet another pet talent (on tenecity pet) that will actually allow the pets to tank a raid encounter that is not on farmed status, and we're all set for them. Hell, they can even turn into a mini priest for their own "tank".
I suppose Warlock could receive the same buff with a talent to upgrade their void walkers a bit.
Not sure on how Rogues and Mage would receive their secondary roles though.