A Pet Class is…

… Complicated

Well what isn’t, right?   This post was inspired by Bel’s post “A Tank is…”  My “thing” is pet classes, so naturally that’s what my “<x> is” post is going to be about.

We pet class nuts tend to be very loyal to the archetype.  Here’s a list of many of my main characters throughout the last 16 years of MMO playing: UO Tamer; AO Meta-Physicist and Engineer; EQ1 Necromancer, Magician, and Beastlord; SWG Creature Handler; EQ2 Necro and Conjuror; LOTRO Lore-master; WoW Hunter and Warlock; AoC Necromancer; WAR Squig Herder; the list goes on.  See where I’m going?  All pet classes!

I’ll talk about the history of pet classes in MMOs, issues that have been raised surrounding them, and things that pet class devotees look for in a game.

In The Beginning…

ultima_online

… there was Ultima Online.  UO was the first commercially noticed MMO, and so that’s where I begin my pet class history lesson.

UO isn’t a class-based game – your character advances by increasing skills up to a certain limit.  One skill in UO is “Animal Taming.”  This skill allows you to tame and thus control certain creatures in the world – from lowly chickens all the way to powerful dragons.   As you adventure with your pet, it gains skills just like you do.  In the past, if your pet died during your adventures, it was lost forever.  Now, however, powerful Tamers can resurrect fallen pets.

This sort of set an early standard for pet classes for me – the ability to choose your pet, by taming it yourself.  This standard, unfortunately didn’t get carried on, except for in one game.

That game was Star Wars Galaxies.  Before the “NGE” (aka game ruining fiasco), there was a class called “Creature Handler.”  This was very close to a UO Tamer – but better.  Creatures in the world had extremely varying stats, and the best CH’s had very powerful pets.  Additionally, another class called Bio-Engineer could custom-make pets using DNA obtained in the world.  A really accomplished CH had many powerful custom Bio-Engineered pets.  It was awesome!

Since then, options for pet customization have been limited.  In most games, your pet type is determined by your class.  Necromancers summon and control undead things, Hunters control animals and so on.

We’ve Got Issues

eqnecropetsOf course, many issues have been raised surrounding pet classes.  Most of them boil down to the belief that pet classes are overpowered.  This is because a pet class character has two “objects” in the world doing damage at once – the character itself, and the pet(s).

There have been many ways employed to ensure this overpowered state isn’t true.  Most of them center around the idea of either making the pet the main damage source, or making the character the main damage source.  WoW for example essentially made you choose between having powerful pets or being powerful yourself.

One way EQ1 ensured pet class balance was that pets were not as useful in large group content (raids).  This wasn’t intentional of course, but it did work.  Pet pathing was flaky at best, so having a pet during a raid could easily cause wipes if you weren’t extremely vigilant.  And pets “pushed” mobs too, sometimes causing them to get out of a good position.

Other balancing methods include making pets very weak in terms of hit points, or making pets only exist for a short period of time, requiring constant re-summoning.

What do we want?

wowhunter

I’ve been a part of quite a few pet class specific communities over the years, and that combined with my own pet class fervor has made me aware of the basic things pet class people want out of a game.

In general, we are damage players (DPS).  We use our pets and our spells or weapons to help kill monsters.  EQ1 has a single pet class that can fulfill either the DPS or the Tank role (in some content) – that class is the Beastlord (and it’s awesome when played with skill).  But in general, pet class people want to fill the DPS role.

We want to be useful.  If we can’t function well without our pets, make sure that group content is pet-friendly.  This is a basic need; if we can’t use the most fundamental part of our class in all content, sadness ensues.

We want to be able to choose pets, either via class choice, or via a “taming” mechanism.  Sure, a Necromancer is always going to have undead things as pets.  A “Hunter” type is going to have tamed animals as pets.  That’s cool.  But make sure there’s a choice!  Some people hate the idea of a Necromancer, and would always choose instead to have Elementals as pets, or animals, or similar.  Some people mainly only like Necromancer types.   The absolute best-case is having “set” pet classes like Necromancer, Magician, etc, and having a “Tamer” type for those that want to choose their pets.

My wife and I had a discussion once about my pet class fervor and her rogue-type fervor.  We decided it boils down to a personality thing.  Would you always prefer to “do things yourself?”  You’re probably not a pet class type. If you’d usually rather hire someone to do something, or have a servant do it… you’d probably like pet classes.  (But sometimes we like to do it ourselves too, so the character does need some power of its own.)

A Class Is…

It’s been a while since I’ve posted here, partly because I haven’t had much that I can write about. Bel started the ball rolling with A Tank Is, and I thought I’d follow up with my own. I almost started with A Healer Is, or A Rogue Is, because people who know me would likely expect to see one of those (and probably be very surprised about the other), but I realized what was going on behind the scenes, as it were, and I thought I’d share here.

Indecision?

I’ve played a lot of classes through a lot of games. My friends, if they weren’t so nice, would probably call me indecisive or schizophrenic in the things I choose to play. I’ve been a thief (UO), an enchanter (EQ), a druid (EQ, WoW), a rogue (WoW, EQ2, Rift), a tank (WoW, Rift, SWTOR), a healer, a support, everything. It doesn’t always look like there’s a method to the madness, but I’ve realized, for me, what drives me to each thing I play.

A Class is Identity

Black Mages, http://finalfantasy.wikia.com/wiki/Black_Mage_(Job)

When I pick a class, I’m picking an identity. I’m declaring to the world (or, well, the game) what kind of person I am, and how I interact with the people, places, and things around me. The industry term for this is “player fantasy”, and it drives a shockingly huge amount of inspiration, dedication, and attachment. It’s more than just the class that determines this, but a player’s class is a big part of it.

I look at the Black Mage above, and I see someone focused, someone intelligent and a bit mysterious, who needs no physical might to make his or her mark on the world. I like that. I want to be that. By comparison:

This is the rogue to me. The Prince of Persia isn’t incredibly strong, and doesn’t wear heavy armor, but he’s fast, smart, and tricky. He’ll win the fight with this big brute because he’s quicker and cleverer. I like it, for the same reasons I like the Black Mage—he wins with his brain.

Classes and Roles

I look at the two examples above, both near and dear to my heart, and something stands out. I like them both, for the same exact reasons, but they both do very different things. They both fulfill my player fantasy, but it’s divorced from my role. Bel will attest that I will cheerfully tank things, when there is a rogue-tank option. I quite enjoy it, but the important thing is that my player fantasy is fulfilled. I’m not a big, muscley meatshieldy plate-wearing type. I’m the quick, clever, faster-than-my-enemies type. If I need some additional protection, that’s going to come from my speed or my magic, not armor or straight burliness.

What I do isn’t necessarily tied to my player fantasy—I just want to be faster and smarter than my enemies, and sometimes trickier and sneaker too, if I can manage it. If that means I’m a sneaky, killy Assassin or a tanky, maneuverable Riftstalker or a clever, resourceful Enchanter, I’m accomplishing that goal; I’m getting to play out my fantasy.

A Class is a Function

teamfortress2

When I’m dropped into a new world and asked to represent myself, to make my character, I need to make informed decisions. Whether that’s a class, or a starting ability package, or a weapon of choice, or a vehicle, my initial choices tell me what I’m good at and what I’m able to do. It tells me what make me different from the people around me, and what I can do well.

In a lot of ways, it helps me know whether I will enjoy a game. If I pick a class that isn’t good at the things I like to do, and I try to play the way I’m used to playing, I’m probably going to be disappointed. I’ve played games where I’ve switched classes partway through and rediscovered a game I thought I didn’t like—I played a Magician in Everquest for months before I tried the Enchanter on a whim and realized that, while the Magician was okay, the Enchanter was far more fun and fulfilling to me.

Classes and the Trinity

Whenever the argument about “The Trinity” or other role-based systems in games comes up, the first thing I see is “there are never enough healers or tanks” and “no one likes to wait around”, or, the worst, “people don’t want to be forced to play something they don’t like”. There’s usually a call to “abolish the trinity”, and to let people do what they like.

I don’t have a fundamental problem with this viewpoint, but the most common solution I’ve seen – abolish roles entirely – isn’t the right one. The Trinity is the foundation of group-based play. Whether that’s the MMO-standard Tank/Healer/DPS, or the team positions in soccer, or football, or League of Legends, the roles provide a means with which the individual participants in the group can become, together, more than the sum of their parts. Role-based play, regardless of what those roles are, is at the forefront of nearly every deep team game, and even quite a few non-team games. Chesspieces play a variety of roles, dictated solely by movement, and the game of chess is built around both the strengths and the limitations of each piece; it forms a deeper game than if every piece were a Queen.

Making it Better

You can’t just rip out the foundation without building something in its place. It’s something we’ve seen tried in various places, and the resulting gameplay is frequently-to-always unsatisfying for the players who enjoy team-based play.

That being said, the aforementioned arguments aren’t invalid. Frequently there are too few tanks or healers, or supports, or clerics. I submit that “not enough tanks or healers” is a symptom, not the root of the problem. How many games allow only burly platewearers to tank? How many allow wizardly mages to tank?

In League of Legends, a common complaint is that no one ever wants to play support. Let’s analyze this: There are 115 champions in League. Of those, nine are listed as “Support” within the game, and 12 are listed by one of the top players of the game (here: http://blog.ibuypower.com/2013/08/chausters-conventional-support-rundown/). Somewhere less than 10% of the available champions are Support, and of them, half are spellcasting women. Tropes aside, if “spellcasting lady” isn’t your player fantasy, you’re SOL.

If you make a game where you satisfy a wide enough variety of player fantasies for all of your roles, I suspect you’ll see a good distribution of your roles. What this means, more than anything, is options. Don’t abolish the foundation, give many, many ways of fulfilling it. If I can be creative with how I fit into a team, it will be much more satisfying than playing something I don’t like just to fit into the team, or worse, not having the team at all.

It’s on the Designers

Hundreds of years of team-based games tells me this: don’t throw the baby out with the bathwater. A team should become more than the sum of its parts, and whatever paradigm you come up with to accomplish this, that is the core.

Designers are in the position of fulfilling player fantasies, and making sure that the player fantasies they create satisfy the roles they make for their game, and are distributed enough to make sure enough options exist for every role. Let me play a mage tank, and a rogue healer, and a platewearing stealther. It’s what design is for—creativity.

Shaking the Toner

Good morning you happy hopefully rested people.  Last night was another toss and turn fest… because it seems as though our ceiling fan has broken, or at least is on its last leg.  As a result I slept on top of the covers all last night, some of it relatively unsuccessfully.  Here is hoping that I got enough sleep to prevent me from absolutely shutting down over the course of the day.  Tonight is guild night so hopefully I have the steam to lead us on a wild adventure.

Guest Contributors

Some time ago a good friend of mine started posting the occasional article on my blog under the name of Ariad.  However we did a pretty lousy job of messaging that the posts were coming from him and not me.  As a result I feel there was some confusion as he and I do not always see eye to eye.  We were talking yesterday and he is the Spock to my Captain Kirk.  As a result I have created the banners above to denote when a guest contributor is making a post.

Additionally another friend had shown interest in making the occasional post.  When I told him the Spock explanation above… he said that he was more like Khan.  In the same way his opinions will also not 100% align with what I am saying, but I feel a breadth of different opinions is a good thing.  I’ve known Sevok since the early days of Everquest 1 and have managed to keep up with him off and on through the various games I have played.  I look forward to seeing the posts they come up with, I know Sev is currently working on a spin on my “A Tank Is” post from the other day about his favorite role… the pet class.

The Grand Experiment

It has been 103 days since I started what I dubbed the “Grand Experiment” and began posting something every single morning regardless if I want to or not.  I have no real idea if the results have been a net positive, but I have been true to my cause and even when I was in a hotel room on vacation… I continued blogging each morning.  Yesterday a friend of mine Talyn of the Pumping Irony blog asked me a little bit about my morning routine.

Essentially he stated something I have heard from myself many times before.  That ultimately he felt like he just did not have that much time to post a blog post and as a result there are lapses between postings.  This pretty much explains all of the lags in my posting pattern since I started the blog back in April of 2009.  I would get into a pattern where I felt like I just did not have time to post, or that it came down to a choice between playing a game or posting.  Every time the blog lost out to me just logging in and playing something instead.

The Routine

When I started down this path I figured I had a bit of time each morning as I drank my coffee and attempted to wake up.  Previously I had been gaming a little bit to wake up, so I decided I would give that up and devote it to blogging.  Since Talyn was curious about the timeframe it took me every morning I thought I would go through my average morning, in case anyone else out there was curious as well.  My alarm goes off a 5:30 am and I get up and out of bed, making my way to the kitchen to fill the Keurig and turn it on.  I stumble back down the hall and jump in the shower.

While I am in the shower I try to begin thinking about what I am going to post that morning and continue doing so as I get dressed.  At roughly 6:00 am I go back to the kitchen… this time less of a stumble… to make a cup of coffee for myself and one for my wife as well.  After delivering the cup of coffee to the bedside table I am usually upstairs and sitting at my keyboard by 6:10-6:15.  Now begins the hard part.  Some mornings I know exactly what I am going to write about… others I don’t have a clue in the world. 

Shaking the Toner

If it is a writers block morning I try and flip through my RSS feed to see if anything arrived since I last read it that might start some thoughts percolating in my head.  The opening paragraph is ultimately the same in most of my blog posts… this is less for you guys and more for me.  This is my equivalent to the wind up before a pitch.  Starting words coming out onto the page often times unjams the printer in my brain and causes the topics to come spilling out.  Additionally the closing bit… is my way of turning off the faucet and allowing myself to transition from thinking about the blog to thinking about the work day ahead of me.

After lots of writing hackery and many trips to google image search and or launching a given game to collect screenshots… by about 6:30-6:45 I am wrapping up my post.  I give it a once over, add any links I feel I might need, add categories to the post… and finally hit publish.  I religiously use Microsoft Live Writer for my posts as it allows me to see visually how my post will look before I ever place it on the site.  Additionally it does a lot of niceties like managing the image uploads, has in client cropping and resizing and lets me do my alignment trickery.

Finally once the post has been made I advertise it on both Twitter and Google+.  Sure there are plugins that do this, and I could configure one and just make it happen automagically.  However I like to tailor my post each morning towards the content platform I am advertising it on.  This takes another 10-15 minutes depending on how many names I need to reference in the posts. I go downstairs, tell my wife that I love her and am heading out the door.  At this point it is between 7:00 and 7:15…  so after I jaunt over to QuikTrip for breakfast I get into the office between 7:30 and 7:45.  From the moment I wake up to the moment I leave the house is roughly an hour and a half.

Constraints Help

Talyn’s initial comment was “Holy crap you’re fast!”, but in truth… it is the time constraint that helps me be speedy in the morning.  When I do my weekend posts, they can take an hour and a half to two hours of just writing time.  The difference is.. on the weekends I have all the time in the world, so I do not feel rushed to get in and get things done.  However on the weekday mornings I know I have a finite amount of time that I can devote to each step.  While I have an extremely flexible report time, I personally refuse to abuse this too much.  I still end up as one of the first people into the office.  Ultimately our core hours that we MUST be there are 9-3, and as salaried employees we can carve out our 40 on either side of that fixed point.  I tend to work 7:30 to 4:30 most days, so I can blur that line a little bit and still be fine but I try never to absolutely violate it.

My Wife is Amazing

StarWarsHaul

Yesterday while I was at work, my wife was out with some friends hitting a bunch of “junk stores” for lack of a better term.  This was one of her last days of freedom before the start of the new school year and got roped into this adventure by another teacher friend.  I was ramping up for a meeting and a got a text saying “are there any Lego sets you are looking for?”.  My addiction to Lego has not really surfaced much on the blog yet, but I have always loved them.  Of late I have been picking up sets whenever I found them cheapish.  Apparently at one of the places they stopped they had a large number of sets that were marked down, and then had 20% discount applied on top of that.

An example… the Lego TIE Fighter is roughly $45 in the store, and they had it priced for $35… and then after the 20% discount the final price ended up a steal at $28.  After many texts back and forth with pictures of different sets, I expected her to maybe come home with a TIE Fighter and something else…  but instead she came home with this massive haul of sets.  She spent roughly $100 and got all of the sets pictured above… 3 sets for my niece and nephew that are from the “easy to build” line… and a second Lord of the Rings Gandalf Arrives set for a friend. 

It is not that my wife bought me Legos… it is that she saw them and immediately thought that I would want them.  Granted this is a two way streets… I cannot count the number of times I have picked up some random item for her classroom that I happened to stumble upon while shopping without her.  I just thought it was amazingly awesome that while out with friends, doing something completely out of the ordinary that she thought about me.  I guess this is why we have been a successful pair for over 15 years.  While I did not marry a gamer, I married an awesome nerd that “understands” my geek nature.

Wrapping Up

I need to get this wrapped up so I can get on the road.  I hope this satiated any curiosities about my process that folks might have had.  Additionally look for the first of the new round of guest posts to be happening in the next few days.  These will be in addition to my morning posts.  I don’t want to get out of the habit of writing each morning.  For those in House Stalwart, be thinking about what you want to accomplish tonight.  I am completely game for splitting into dungeon groups if we have a viable comp, running hunt rifts… or just doing random rifts and such to work on the guild quest.  I hope you all have a great day today, and that you accomplish whatever you need to.

A Tank Is

When I typed out yesterdays post in my extremely groggy early morning state, I had no idea it would blow up as much as it did.  It is probably one of the most interactive topics I have ever posted about on this blog.  There are huge threads of comments on G+ and twitter as a result, and even here on my blog there were 10 comments.  During all the exchanges yesterday, I had a suggestion from Brian “Psychochild” Green, that I expand on the topic of what exactly a tank is to me.  I thought this was a pretty good idea, so here goes nothing.

A Tank Is

One of the things that came out from the last two days of discussions relating to the EQ Next class panel and the concept of removing tanking as a requirement from dungeons…  is that we all have slightly different visions of what a tank is in our minds.  As evidenced by so much of the discussion, for certain players a tank is just that character that has the taunt button.  For me the definition goes so much further beyond the “taunt monkey”.  Tank in my mind is made up of a bunch of different roles and personalities all wrapped together into a bigger package, and this is my attempt to explain each of these sub roles.

Tank As Juggernaut

Shadow-of-the-Colossus

A tank is in my mind a “meat shield”, an immovable wall that soaks up damage for the party.  My vision of a tank is a massive heavily armored bulk that is an imposing force on the battlefield.  My personal choice has always been to have as much stamina as humanly possible and as a result have a phenomenally large hit point pool and simply capable of laughing off most blows.  But it is honestly completely up to the individual tank how they choose to full this role of being able to soak up a goodly amount of damage for the party saving the other members from certain death.

In various games I have seen various schemes for making this work, and I feel like going forward we should expand this role quite a bit.  Traditionally you have mitigation or avoidance as the tools in this toolkit, but I am open to other methods such as a mage for example that is adept at shielding techniques or an agility based melee who is capable of moving so fast that they reduce the chance to hit.  My personal preference will always be the big guy in the big armor that lumbers across the battle field like a moving rampart.  However the game and to some extend player chooses to do it, this sub role is about being able to take abuse for the party.

Tank As Defender

Marvel's CAPTAIN AMERICA: THE WINTER SOLIDER - Teaser Poster

Like I have said, Tanking for me feeds into my protective nature.  I want to protect my friends and family and keep them safe.  Another facet of tanking is the protector.  Traditionally this has been to juggle targets to make sure that the big bad things stay off your healer and your dps, but I feel that the role is so much more than that.  Ultimately the goal of the defender is to interrupt the flow of combat and impose itself in the middle of the process.  This role has long been defined as the person with taunt, or the person with massive aggro generation… but quite honestly taunt is not the only tool or even the best tool in most situations.

Any ability that can reset the flow of an attack, can interrupt the flow of battle buying your healer or dps time to get out of harms way.  In various games I have seen multiple ways of doing this, including slows, stuns, grip attacks, charge attacks, knockbacks, throws, and roots.  All of them play a part in resetting an attack to cause the mob to change direction and focus even momentarily on the tank allowing the other party members to avoid taking the big damage.  League of Legends is a prime example of a game that does not have taunt or aggro in the traditional sense.  However they most definitely have tank characters.  Each of them has some way of screwing up a players attack just long enough for someone else to either escape or swoop in for the kill.

Tank as General

patton

Of all of the facets of tanking, this to me is by far the most important.  A tank controls the battlefield, they make order out of chaos.  The tank is the battlefield leader, controlling every aspect of combat from the pull, to the target priority order and even down to accessing the situation at hand and determining if it is time to recover after every confrontation.  In the best dungeon and raid environments, the tank directs the flow of combat using the above abilities to keep other players out of harms way, and interrupt the attacks of the monsters in a pattern of their choosing.

So much of this role also is the ability to assess the risk at hand, device a strategy and execute it letting your team know what they should be doing in the situation.  This encompasses not only knowing your own skills, but knowing the skills of all of the other players in the party and how best to leverage those for the ultimate win.  This can always happen from “behind the lines”, but I have always felt that the flow of a grouping encounter works best when it is the “puller” directing traffic and preparing the party for what is coming.  This facet of tanking really has little to do with the mechanics and more to do with the leadership of the player in the tank seat.

Tank as Mentor

TPM-CGYoda

Many times during combat things go horribly wrong, and since the tank is there in the heat of  battle they can often times diagnose what is going wrong.  In many ways the tank also acts as a battle mentor, and it is how they go about this that often times means the difference between success and failure.  A tank that is willing to help the other team members with issues on the ground in a polite and not ego infused way, can rally together a defeated team into victory.  A tank that passes the blame onto others always, will end up fostering a bitter environment that often ends in catastrophe for the party… or at least their repair bills.

A humble tank that shows a willingness to work with the other players to solve problems can do a good amount to set the morale of the group as a whole.  Again this is a juggling act between being the forceful always right leader, and letting someone NOT directing the flow of combat become a backseat driver.  A tank that is ready to assess what is going wrong, and provide constructive criticism in the form of “helpful tips” will go a lot further than one that sends down proclamations from on high.  In many ways the tank is the cruise director for every outing, and unfortunately it ends up our responsibility to make sure the entire mission is flowing smoothly and that everyone is happy.

A Tank is…  Complicated

Hopefully thought all of this you are beginning to see a picture that for me a Tank goes beyond simple threat and taunt mechanics.  Quite honestly it is an extremely complicated role, and one that I do not take lightly.  Ultimately all of this, and my protective leanings are why I do not really like tanking for pick up groups.  I just don’t feel that protective towards people I do not know, and after years of bad experiences with the WoW Dungeon Finder… I simply cannot bring myself to queue as a tank for anyone but my friends and my guild.

Quite honestly I used to tank for pick up groups on a regular basis in the days before the dungeon finder.  When you had to talk to players face to face in order for form a team, you were far less likely to be a complete dick to them over the course of a dungeon.  Sure I encountered more than my share of haughty elitism, but that is something you can brush off much easier than outright disruptive and damaging behavior.  I miss the days when in order to be successful you needed the personal skills to be able to assemble a team for your purpose.  I met so many friends doing this, as contrasted with the “silent dungeons epidemic” where no one actually talks anymore.

I realize I am lamenting a bygone era… and the modern “push a button, get a group” is here to stay.  However I will still build a team by hand if given the choice, and even now I prefer to draw on guild, social channels, and even random strangers in general chat over queuing up for a random dungeon.  Or sadly… more often than not I just do not run a dungeon at all and resign myself to doing over world content.  The dungeon finder system seems to have failed tanks like me, and the community or lack thereof that has sprung up around it.  Or quite honestly… as Rowan alludes to..  the community might have just been something I had imagined all along.

Wrapping Up

Well it is the time I need to wrap this post up and get it advertised.  I hope after reading it you get a much clearer picture of what exactly I mean when I say “Tank”.  Last night I was completely out of sorts and didn’t really do much gameplay of any significance.  I blame sleeping horribly the night before.  Here is hoping that tonight I will be up to doing some funtime shenanigans again… and maybe even pull together a dungeon.  I hope you all have a great day, and that everything goes smoothly.