anstalt wrote: Sun Oct 05, 2025 9:24 pm
In rock -> paper -> scissors balance, tanks are supposed to beat DPS. DPS are supposed to kill healers, and healers supposed to kill tanks.
Wanna comment on this because people always bring up this idea.
To use this idea correctly when designing a game you must apply to
player's active choices during gameplay.
In fighting games, this principle is applied to actions and attacks - Attack beats Grab, Grab beats Block, and Block 'beats' an Attack. In melee combat games like Chivalry or Mordhau you'll find something akin to Attack > Feint > Parry > Attack relationship.
In card games it is applied to cards, not to decks. In RTS games it is applied to units, not to factions. You get the principle.
In MMOs it should be applied to abilities, spells, consumables -
not to player classes.
The only situation where you apply this principle to class/character design are games where choosing and/or switching your character is part of the actual game session: MOBA games, Overwatch, party-based RPG games and so on
In MOBA games there's usually an important picking phase where teams take turns choosing their heroes and banning heroes they dont want enemies to take. Its a whole chess of its own. Teams plan their strategy and synchronize their choices, while trying to counter the opposing team's plans.
In those games it makes perfect sense to have one class counter another class, since players expected to make an informed class choice at the start of the match.
But in open world pvp mmo this would make no sense, not even in organized group vs group environment - because theres no picking phase and no class swapping once the match (or fight) has begun.
Secondly, in the context of a team game comparing support roles to core/carry roles as a direct 1v1 match up and who kills who just makes no sense even beyond whats explained above.
Tanks "counter" dps by protecting teammates, not by killing the dps, Healers "counter" others by simply outhealing the damage they do, not by outdamaging them, and so on. The logic is built around group functions.
But if we do look at actual 1v1 match-ups in isolated duelling or solo roaming environment the chances should still be equal, everyone should have answers to others moves and actions - no one should beat another by default just because the match up is made that way.