Why? Because everyone is willing to rank first on dps. This is stupid and forces people to run fail builds (
example 1,
example 2) to rank first, and of course they don't play their native roles. Tanks don't want to be the punching bags, clerics want to run LOLDPS builds, wizards fail at controlling stuff efficiently and don't slot control abilities just for the lulz of being first...
While it's not really an issue before boss fights in most instances, it's a critical one when we reach the boss. If everyone doesn't play the role they have to play, the boss fight is a fail and everyone leaves. This is quite frustrating, since everyone is loosing 1h or so in dungeons because people don't want to properly build their characters for endgame, because they have to rank 1st. If you think the failure rate on dungeons is too high, remove this feature and you'll see many alternative builds and a lot more successes. Why devs were willing to see players competing with eachother in co-op instances is beyond my understanding...
Comments
The CW build you also linked also has a huge amount of control as well, the problem is speccing overly into control is often useless and in general bad, its better to build for damage and spec control for the fights that need it than spec control and be useless on any fights that require dps. You notice that the build has plenty of control and even says which skills to swap in for times when you need more control and it also increases the entire groups damage.
Tanks do tank, they are here to duel the toughest npc and it's fine.
And control is always required. When the CW sucks and is running a dps build i'm using at least 5 times more potions during instances. Guess why...
Again i'm talking about PVE. PVE shouldn't be competitive if we have to cooperate. I don't mind tanks running a dps build or wizards trying to dps during pvp. I like that actually, i can outheal them easily. This is why i'm only talking about pve.
Any CW with a "dps build" will still be able to CC just fine, and will do a lot of damage while doing so. In fact, you usually do extra damage when you CC heavily as a CW.
I think you look at this from a WoW perspective. Neverwinter is not like WoW and WoW clones when it comes to class roles. Doing damage does not diminish the damage potential. As a cleric, you will be the off-tank, whether or not you like it, and the adds would still be on you even if the GF specced terribly inefficiently.
The stab taunt is also fairly useless, since your block bar goes to zero in no time, even with tanky feats, leaving you to recharge it with low damage abilities, probably seeing half the mobs running to the healer or eating the GWF/Rogue.
Plain and simple. Don't pug. Problem solved.
You fix the baddies, ninjas, and dps*****s all in one go.
anyway, people need to get out of the Everquest/WoW/Old MMO "Tank, Healer, DPS, you have one single role and that's all you are ever allowed to do" mindset."
the roles in Neverwinter are:
Defender
Leader
Striker
Controller
Defenders take the hits, Strikers do the killing, Controllers lock stuff down, and Leaders fill in the gaps. as far as I understand it.
Guardian Fighter - Defender/Leader
Devoted Cleric - Leader/Controller
Great Weapon Fighter - Striker/Defender
Trickster Rogue - Striker
Control Wizard - Controller/Striker
And with this stupid ranking system, everyone just tries to be the #1 on DPS, which of course means that control won't control and healers will try to build a dps build. I've seen that already. Thank you for proving my point. We don't need that feature.
By the way, i'm playing a cleric, so, thank you for your aggressive and mindless assumptions.
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