ZombieRoboNinja
First Post
Corinth said:In the context used, it most certainly is a MMORPG influence. Specifically, it's a major World of Warcraft influence: Defender = Tank, Striker = DPS, Leader = Healer, Controller = Crowd Control. The specifics behind how these effects work varies but the result is exactly the same- you have one group member lock down loose monsters (CC), one buffing/healing the rest to keep them up (Healer), one holding a couple of monsters' attention on him (Tank) while the last one actually shanks them to death (DPS).
Have you even PLAYED WoW? There are no "Crowd Control" classes; that "role" is divided up between mages (polymorph), warlocks (fear and banish), druids (sleep and roots), priests (mind control, fear, shackle undead), shaman (kiting), hunters (traps and kiting), and rogues (sap/stunlock). In other words, just about everyone has "crowd control." Not to mention that parties in WoW consist of five people, not four.
You seem to be thinking of Everquest or something and projecting that onto WoW, which you're then projecting onto D&D. When really, all these "roles" are actually doing is solving the "jack of all trades, master of none" problem, making sure the formerly crappy classes (ranger, bard, paladin, etc.) are actually useful by giving them the same basic job as the old "essential" classes (so ranger=rogue, bard=cleric, and paladin=fighter).