I think damage dealers just brings in a very basic unoriginal and team breaking role into every party. They always ruin the dynamic of the tank and healer just trying to keep the party together.
I would suggest all roles do about the same amount of damage. Tank and healer will do similar levels of damage, only different based on the gear level. But then if there isn't a damage dealer what could the third one be? I would say the debuffer role. So the idea is kind of from the Burglar from Lord of the Rings Online. Every class seemed to have a very different role not from the traditional Holy Trinity. Debuffer means the character reduces the defenses and offenses of the enemy so others will inflict greater damage upon the enemy.
Damage dealer does not contribute to helping the group or cooperating with it, the debuffer on the other hand put debuffs on the enemy that will help ramp up the damage over the entire party. Different from the support/healer role that buffs the party and heals them, the debuffer will mark the target and reduce their effectiveness in combat. Maybe even reducing the damage the enemy deals to help facilitate and help out the healer and tank.
I also am inspired by DC Universe Online's first approach on roles (though now they changed it to my chagrin). They had tank, support and crowd controller. Damage dealer was not a role at one point but there was a way to go that route just that the devs did not support that role as much.
The debuffer would do as much damage as the tank or healer so there's no damage meters nonsense. The thing about debuffs is that it doesn't put that into the damage meters as part of your contribution. It increases all the party's damage though you don't get credit for it but if there was no damage dealers and just debuffers you would become a welcomed addition to the party.
Heck maybe make debuffs stack ONLY if you had more than one debuffer so every debuffer can apply their debuff on the enemy.
I would suggest all roles do about the same amount of damage. Tank and healer will do similar levels of damage, only different based on the gear level. But then if there isn't a damage dealer what could the third one be? I would say the debuffer role. So the idea is kind of from the Burglar from Lord of the Rings Online. Every class seemed to have a very different role not from the traditional Holy Trinity. Debuffer means the character reduces the defenses and offenses of the enemy so others will inflict greater damage upon the enemy.
Damage dealer does not contribute to helping the group or cooperating with it, the debuffer on the other hand put debuffs on the enemy that will help ramp up the damage over the entire party. Different from the support/healer role that buffs the party and heals them, the debuffer will mark the target and reduce their effectiveness in combat. Maybe even reducing the damage the enemy deals to help facilitate and help out the healer and tank.
I also am inspired by DC Universe Online's first approach on roles (though now they changed it to my chagrin). They had tank, support and crowd controller. Damage dealer was not a role at one point but there was a way to go that route just that the devs did not support that role as much.
The debuffer would do as much damage as the tank or healer so there's no damage meters nonsense. The thing about debuffs is that it doesn't put that into the damage meters as part of your contribution. It increases all the party's damage though you don't get credit for it but if there was no damage dealers and just debuffers you would become a welcomed addition to the party.
Heck maybe make debuffs stack ONLY if you had more than one debuffer so every debuffer can apply their debuff on the enemy.