Originally Posted by
Golgotha
Pronounced roles in mmorpgs exist because its their mainstay gameplay mechanic. In pso2 theres an action element that absolutely decides whether you will die in two hits or snap new boss so hard that they'll have to patch it next week. Pso2 has class roles too, its just they don't have to be cripples while at that and dont have to bench this quest because they're "not needed". It also helps that 99% of PSO2 gameplay is about reaching the enemy and ripping its head off, so it will also narrow down the options.
The point of MPA is actually just playing together with other players. Enemies being tougher and in bigger numbers is just an accomodation to mpa size. Theres no rule that mpa is exclusively assembled to give players better opportunity to reach a flock of birds that they couldnt finish off on their own.
Nobody leaves MPA because they're punished for leaving. Forget ranger, players left magatsu for knees broken on right turn, because it was already clear that it will be lost. At the same time, 4 prepared gunners could instakill the same boss.
Its not just about gunner's role, right? Cause the potential full mpa of ep3 might contain 6-8 gunners that will also horribly fail the quest after using up all the stage gimmicks, even though they would know about chain trigger and even use it. What is going on in there?
People also did mass quit Falz Loser if it slogs a little bit. Forget about timeout, overmiraging or early clock break, they quit it because it TOOK LONGER. Again, simple rules, no special classes needed, but quest was a gamble every time.
I'm trying to say that skill variance is much more important here than class archetypes. Supports would only feel worse in situation where they need to efficiently back up "damage dealers" and tanks that attack and evade worse than supports themselves.
You want to saturate this mess with some more necessary actions being done at obscenely varying quality or what, I dont exactly get it. I dont understand what you want to introduce.
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