Is it time to kill pure DPS?
Hi guys, you may remember me from last week when I threw a rock into a hornet's nest. I was frankly blown away by the responses, some of which were very well thought-out, that supported, refuted, or elaborated on the issue of tanking and if it is here to stay or on its last legs. Since I find that kind of discussion valuable, I thought, "Well, I can always find another rock, right?" And so here we are.
The DPS classes in World of Warcraft present us with a conundrum. If we consider the holy trinity of tanking, damage dealing and healing to be a pyramid that the game relies on, then the base of the pyramid is most easily envisioned as cornered by the tanking and healing classes and the apex occupied by the DPSers. The issue is, only four classes can hold up the tanking corner, only four can hold up the healing corner (and two of those classes are also in the tanking corner), and absolutely every single class in the game can stand on the top of the pyramid. This results in a pyramid that's metaphorically heavier on top than at the bottom.
Furthermore, of the game's 10 classes, four of them (the rogue, mage, warlock, and hunter) can only stand at the top. Whether or not they want to do something else is immaterial (although one assumes that they do not, elsewise they might have chosen a different class), because they simply cannot do so -- at least if we continue to visualize the game as based around the tanking/damaging/healing triad. So what to do?
Well, we can get rid of DPS classes entirely.
Crowded at the top
Note that I'm not saying kill all the rogues as much as I'm saying kill all the pure classes -- and in this case, kill means making them not be pure classes anymore. Of the four pure classes, three could fairly easily have a tanking role created for them either via talent trees or by altering their mechanics. Rogues could become dodge tanks, hunters could use their pets, and warlocks could tank via a mixture of their transformation, pet, and soul drain abilities (a variation of what we used to call drain tanking). Mages could become healers or tanks with some work. The mage arcane tree could pretty easily become a healing/buffing tree, although it would require a serious shift in its flavor, but other games have pulled it off.
The real issue here to consider is if it is at all in the game's best interest to have all classes be what we currently view as hybrid classes.
How hybrid are you?
A hybrid class in WoW terms isn't simply a class that combines aspects of two other classes, as it is in some games. Rather, a hybrid designation is purely given to a class that can perform more than one of the three roles of tanking, damaging, or healing. As a result, all tanks and healers in World of Warcraft are hybrids. Two classes are capable of doing all three roles, four classes can either heal and damage (shaman and priests) or tank and damage (warriors and death knights), and the remaining four classes are purely damagers, or pure classes.
This has led to notions such as the hybrid tax on DPS for classes that are not purely damage dealers, the reasoning being that if a class can tank and DPS, or heal and DPS, or do all three, why would anyone play the DPS-only class if it didn't do more damage? It's a fairly straightforward notion. Granted, it ignores elements of flavor (some people like playing sneaky dagger users, others plate-clad juggernauts, and still others love nature magic and the animal transformation abilities, etc., etc.), but we know that at least in many cases, players will make the decision that gives them the most reward for the least effort. It makes sense on the face of it to argue that classes that can only damage need to be able to do the most damage to keep them viable.
It does leave us with two questions, however. The first one is, why even have classes so limited if they need a damage handout to keep them viable? Two classes in the game can do everything, but there's no corresponding effort to make sure they do everything worse than the four classes that are less flexible than they are. Why should four classes designed to be limited to one role be kept if no one would play them if they weren't constantly tweaked upwards of everyone else? If hybrids are so much better than pures that the mechanics of the game have to be made to favor pures to keep them viable, then why isn't everyone a hybrid?
Maybe you're a hybrid already
The second question is, however, rooted in the very idea of the holy trinity, and it's one we've touched on before: Is there a trinity at all? Are there three roles, or four? World of Warcraft has to some extent played down a role made much more explicit in previous MMOs, but it hasn't removed it from the game's basic building blocks.
Any WoW player who played during The Burning Crusade can remember the clarion cry of "LF1 DPS Slabs, CC" that meant that, say, a fury warrior needed not apply. That role in other games is often called by varying names: the mezzer, crowd control, and so on. If we include the role of mezzer to a discussion of World of Warcraft, we suddenly see that we in fact have a more complicated situation. Two classes can only tank or DPS (DKs, warriors), but the rest all have some form of crowd control. (Priests can Mind Control or Shackle; shaman Hex or Bind Elementals; warlocks can Fear or Banish; paladins have Repentance in one spec; druids have Hibernate, Entangling Roots and Cyclone; mages can Polymorph; rogues have Sap; hunters have Freezing Trap.) If we include this role, then we come to see that we already have no pure classes in the game.
If we decide to include crowd control in the discussion, of course, then we have to consider how and when it is used. Groups are notorious for hating to crowd control, to the point that AOE tanking in Wrath of the Lich King reached a fever pitch of ludicrousness, and many DPS players complained they never got to Sap, sheep, or Hex anything. (I know a DPS warrior who didn't have those options ... oh, wait, it's me.)
As a result, Cataclysm increased the difficulty and damage of individual mobs in the opening months of the expansion, and even though gear inflation has rendered some of that content AOE-tankable, it's fair to say that even very well-geared tanks simply can't pull all the trash in the Rise of the Zandalari dungeons without greatly taxing the healer. I just experienced this today, in fact, as a tank with pretty solid valor gear blew himself up pulling the four-pack before Jan'alai without any form of CC on the Flame Casters.
The recent changes to CC abilities to make them possible to apply without causing a fight to begin only makes the role seem even more important, and those classes possessing such abilities to be valued and sought-after. Does this make them hybrids? In the current paradigm, no, it does not. However, it's simply a matter of Blizzard's deciding they are and designing from this point forward (which it's done in the past, naming warriors and priests hybrids in Wrath after not considering them so in vanilla and BC) to end pure classes forever. Whether or not it should is really the issue. It's clear Blizzard could and that enough classes have CC (only two lack it entirely) that CC could easily be seen as a vital role.
So now that I've tossed my second rock, I turn the floor over to you for discussion.
World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.
The DPS classes in World of Warcraft present us with a conundrum. If we consider the holy trinity of tanking, damage dealing and healing to be a pyramid that the game relies on, then the base of the pyramid is most easily envisioned as cornered by the tanking and healing classes and the apex occupied by the DPSers. The issue is, only four classes can hold up the tanking corner, only four can hold up the healing corner (and two of those classes are also in the tanking corner), and absolutely every single class in the game can stand on the top of the pyramid. This results in a pyramid that's metaphorically heavier on top than at the bottom.
Furthermore, of the game's 10 classes, four of them (the rogue, mage, warlock, and hunter) can only stand at the top. Whether or not they want to do something else is immaterial (although one assumes that they do not, elsewise they might have chosen a different class), because they simply cannot do so -- at least if we continue to visualize the game as based around the tanking/damaging/healing triad. So what to do?
Well, we can get rid of DPS classes entirely.
Crowded at the top
Note that I'm not saying kill all the rogues as much as I'm saying kill all the pure classes -- and in this case, kill means making them not be pure classes anymore. Of the four pure classes, three could fairly easily have a tanking role created for them either via talent trees or by altering their mechanics. Rogues could become dodge tanks, hunters could use their pets, and warlocks could tank via a mixture of their transformation, pet, and soul drain abilities (a variation of what we used to call drain tanking). Mages could become healers or tanks with some work. The mage arcane tree could pretty easily become a healing/buffing tree, although it would require a serious shift in its flavor, but other games have pulled it off.
The real issue here to consider is if it is at all in the game's best interest to have all classes be what we currently view as hybrid classes.
How hybrid are you?
A hybrid class in WoW terms isn't simply a class that combines aspects of two other classes, as it is in some games. Rather, a hybrid designation is purely given to a class that can perform more than one of the three roles of tanking, damaging, or healing. As a result, all tanks and healers in World of Warcraft are hybrids. Two classes are capable of doing all three roles, four classes can either heal and damage (shaman and priests) or tank and damage (warriors and death knights), and the remaining four classes are purely damagers, or pure classes.
This has led to notions such as the hybrid tax on DPS for classes that are not purely damage dealers, the reasoning being that if a class can tank and DPS, or heal and DPS, or do all three, why would anyone play the DPS-only class if it didn't do more damage? It's a fairly straightforward notion. Granted, it ignores elements of flavor (some people like playing sneaky dagger users, others plate-clad juggernauts, and still others love nature magic and the animal transformation abilities, etc., etc.), but we know that at least in many cases, players will make the decision that gives them the most reward for the least effort. It makes sense on the face of it to argue that classes that can only damage need to be able to do the most damage to keep them viable.
It does leave us with two questions, however. The first one is, why even have classes so limited if they need a damage handout to keep them viable? Two classes in the game can do everything, but there's no corresponding effort to make sure they do everything worse than the four classes that are less flexible than they are. Why should four classes designed to be limited to one role be kept if no one would play them if they weren't constantly tweaked upwards of everyone else? If hybrids are so much better than pures that the mechanics of the game have to be made to favor pures to keep them viable, then why isn't everyone a hybrid?
Maybe you're a hybrid already
The second question is, however, rooted in the very idea of the holy trinity, and it's one we've touched on before: Is there a trinity at all? Are there three roles, or four? World of Warcraft has to some extent played down a role made much more explicit in previous MMOs, but it hasn't removed it from the game's basic building blocks.
Any WoW player who played during The Burning Crusade can remember the clarion cry of "LF1 DPS Slabs, CC" that meant that, say, a fury warrior needed not apply. That role in other games is often called by varying names: the mezzer, crowd control, and so on. If we include the role of mezzer to a discussion of World of Warcraft, we suddenly see that we in fact have a more complicated situation. Two classes can only tank or DPS (DKs, warriors), but the rest all have some form of crowd control. (Priests can Mind Control or Shackle; shaman Hex or Bind Elementals; warlocks can Fear or Banish; paladins have Repentance in one spec; druids have Hibernate, Entangling Roots and Cyclone; mages can Polymorph; rogues have Sap; hunters have Freezing Trap.) If we include this role, then we come to see that we already have no pure classes in the game.

As a result, Cataclysm increased the difficulty and damage of individual mobs in the opening months of the expansion, and even though gear inflation has rendered some of that content AOE-tankable, it's fair to say that even very well-geared tanks simply can't pull all the trash in the Rise of the Zandalari dungeons without greatly taxing the healer. I just experienced this today, in fact, as a tank with pretty solid valor gear blew himself up pulling the four-pack before Jan'alai without any form of CC on the Flame Casters.
The recent changes to CC abilities to make them possible to apply without causing a fight to begin only makes the role seem even more important, and those classes possessing such abilities to be valued and sought-after. Does this make them hybrids? In the current paradigm, no, it does not. However, it's simply a matter of Blizzard's deciding they are and designing from this point forward (which it's done in the past, naming warriors and priests hybrids in Wrath after not considering them so in vanilla and BC) to end pure classes forever. Whether or not it should is really the issue. It's clear Blizzard could and that enough classes have CC (only two lack it entirely) that CC could easily be seen as a vital role.
So now that I've tossed my second rock, I turn the floor over to you for discussion.
World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.
Filed under: Druid, Analysis / Opinion, Warrior, Warlock, Shaman, Rogue, Priest, Paladin, Hunter, Death Knight







Reader Comments (Page 1 of 11)
valomer Sep 2nd 2011 7:11PM
I could see warlocks tanking in meta form and their many draining abilities that would allow them to regain some health. Their demon armor already increases healing by 20%. Their damage reduction cooldowns could be the little demons spawned by Bane of Doom, sacrificing them for either a shield, healing increase, or damage reduction. Warlocks already have a passive damage reduction in their soul link, and the voidwalker could provide a shield (the voidwalker transfers all its attacks into threat for the warlock plus a small heal for each damage done).
In another note, wouldnt it be cool for a warlock to heal with health funnel?
Karcharos Sep 2nd 2011 7:21PM
Mage frost tanks. Make them look like the spikey version of iceman.
Noyou Sep 2nd 2011 7:26PM
Mage tank! All these tanking ideas are nice but they would probably be too OP for PvP. Unless you know, those spells just wouldn't work in PvP.
Revynn Sep 2nd 2011 8:01PM
- "In another note, wouldnt it be cool for a warlock to heal with health funnel?"
This was my thought exactly. If Blizz were to destroy the "pure DPS" concept and give us all tanking or healing trees, I'd like to see warlocks get a healing tree based on sucking the life from the boss and funneling it out to the group. It'd be really similar to the way the Emerald Drake functions in Oculus. The only issue I see with this is that using your own life to heal someone else is too self-sacrificial to make sense for a warlock.
The popular choice is often a Demo tank spec using either the Void walker or Metmorphosis, but I'd kinda rather play a drain healer.
Matt Sep 2nd 2011 8:25PM
Personally I'd love to see warlock tanking, with Meta becoming a tank form just like a druid bear form. It would be amazingly fun.
loop_not_defined Sep 2nd 2011 8:57PM
I honestly don't believe changing existing specs is a good idea for a variety of reasons (and not just for Warlocks) and much prefer having fourth specs added.
In which case, I would love to see a pet tanking spec for Warlocks that focuses on the "Void". Upgrades your Voidwalker to the armored version and features abilities that help keep it alive. It would be a healing/tanking spec, in a sense.
In A World (XBL) Sep 3rd 2011 1:19AM
I just want Warriors to "heal" by telling other players to "just rub dirt on it" and "walk it off"
"Rub Dirt On It" (Instant cast, 8 second cooldown): Forces the targetted player to use 5% of their own (Rage/Mana/Energy/Focus) to instantly heal 10% health over 10 seconds.
"Walk It Off" (Instant cast, 30 second cooldown): Instantly heals the target for 20% of health but reduces movement speed by 50% for 10 seconds.
blazenor Sep 3rd 2011 5:39AM
@ Noyou
This is why I hate how Blizzard did PvP in the game, if they just created a 4th spec (or just let one of the spec to be) just for PvP only they would not have to worry about balance issues in PvE vs PvP. We could have more flexibility in PvE classes to allow different kinds of tanks and healers.
(I'm prepared for the downrate)
P.S. off topic: Bacon goes great with everything.
loop_not_defined Sep 3rd 2011 6:43AM
Yeah...I'll always downvote "helpful suggestions" of pigeon-holing PVP into just one spec for every class.
Puntable Sep 3rd 2011 10:03AM
For most classes, probably 90% of the players use the established "pvp spec" as it is. Having a 4th spec specifically for pvp would just give eveyone more pve options. The other 10% could still use a pve spec for pvp if they wanted to.
SamLowry Sep 3rd 2011 10:41AM
And the devs would stop tweaking pve talents due to a perceived pvp imbalance.
Pvp spec, please!
loop_not_defined Sep 3rd 2011 12:28PM
Wow, you're SOOOO considerate, Puntable. ¬_¬
Also, spare me the bullshit numbers next time.
blazenor Sep 3rd 2011 1:51PM
@ Puntable
I think you miss my point a little, I was talking about having a PvP spec use only for PvP and not allowing PvE spec to be used for any PvP (arena, battlegrounds and world pvp; TB & WG). The PvP spec could be filled with more options than your average PvE spec tree giving more flexibility in PvP and any changes made in PvP for balance won't effect PvE.
@ loop_not_defined
This is not a pigeon hole solution.
loop_not_defined Sep 3rd 2011 2:01PM
blazenor, tell me how many different options a Paladin would have in a single spec. Tell me how you'd fit a healing, defensive, and offensive spec in there.
You're completely kidding yourself. Basically, going into a BG or Arena as a Warrior means you're just a Warrior. And any Warlocks you run into would just be Warlocks.
Thomas Higgins Sep 3rd 2011 3:20PM
Kill, stuff and mount PVP. I do not PVP on a regular basis and do not for the life of me get why that crap affects the aspect of the game I spend most time in, PVE. It is really annoying. Especially when the crafted Blue quality Leather item set available to me at 85 is infested with Resilience, a stat I do not want or need for dungeons and raiding. I know there are Epics available from dungeons and stuff but it takes forever to get the Valor points needed and life is too damned short to waste that amount of time.
It further annoys me knowing that Blizzard wastes time, in fact, pisses it up against the wall trying to balance the needs of the hardcore PVP players with those who like me hate the godsdamned thing like the plague. "Oh we cannot bring that quality of life improvement into the game because it will adversely affect PVPers."
Well damn that kind of thinking to hell.
j.taylor.1990 Sep 3rd 2011 3:29PM
@Thomas Higgins:
Kill, stuff and mount PVE. I do not PVE on a regular basis and do not for the life of me get why that crap affects the aspect of the game I spend most time in PVP. It is really annoying. Especially when the crafted Purple quality weapons available to me at 85 are useless without Resilience, a stat I want and need for battlegrounds and arenas. I know there are Epics available from random BGs and stuff but it takes forever to get the Conquest points needed and life is too damned short to waste that amount of time.
It further annoys me knowing that Blizzard wastes time, in fact, pisses it up against the wall trying to balance the needs of the hardcore PVE players with those who like me hate the godsdamned thing like the plague. "Oh we cannot bring that quality of life improvement into the game because it will adversely affect PVEers."
Well damn that kind of thinking to hell.
blazenor Sep 3rd 2011 3:31PM
@ loop_not_defined
The PvP spec could have many smaller trees with the spec and you could have new PvP talents/skills within that spec, this would allow a more flexible PvP build. One warlock could be different than another warlock just base on the which talents/skills are chosen within that spec.
Try and think a little out the box.
Thomas Higgins Sep 3rd 2011 3:43PM
Funny. /golf clap at J.taylor.1990.
If you cannot come up with your own argument instead of ripping mine off, I do not mind helping the afflicted. With, in your case, I must surmise, stupidity? If you do not like doing PVE, get thee hence to a nunnery, or Counterstrike: Source, Call of Duty: Modern Warfare 2, or Team Fortress 2. All I am sure would fit your needs perfectly.
Quaza Sep 3rd 2011 4:27PM
Arcane mages already have a complex system involving damage dealt and relative mana levels, I'm sure this could be changed to a damage received and relative mana scenario. (And before people say "just stay at 100% mana", it'd be rigged to blow fair chunks of mana to use cooldowns; toggle Mana Shield anyone?)
j.taylor.1990 Sep 3rd 2011 5:56PM
@Thomas Higgins
I wrote a pretty lengthy reply to you, but it won't go through for some reason. I posted on my (underused) blog instead. I hope you will take a look (no rickroll, honest)
http://popidge.co.uk/post/9761457941/the-pve-pvp-balance