Zardnaar
Legend
Good luck trying to change human nature! A preference for big damage numbers and hitting the enemy until they stop moving holds true across every class based game I've ever played. Not just D&D or even TTRPGs, but everything.
In every MMORPG I've ever played, direct damage classes are far and away the most popular, and many of those players live down to the stereotype of fixating on damage meters while ignoring tactical considerations or group buffs. In the modern hero shooter genre, direct damage heroes are again the overwhelming favorite, while tanks and healers are harder to come by.
Far be it from me to speculate too deeply into the psychology of why. But the visceral satisfaction of taking direct offensive action and getting an immediate result has a broad appeal. Even when the optimizers spell out why it isn't the most objectively effective, most players still favor it.
So I don't think design incentives will move the needle very much on this one. The playstyle isn't favored because it's the best, it's favored because that's what a lot of people enjoy most. Simple, direct, and immediate.
Large numbers are fun.
Offense>defense.
Death is best debuff.
HP bloat requires more damage
In D&D I rate control and support highly as well.
Last edited:


