Everywhere in the game the class roles are defined as striker, defender, leader and controller. But in the new queue system the requirements use the WoW terms of tank, dps and healer. This is really confusing, especially if you are not familiar with these terms. Nowhere in the game is explained what these mean. It would be great if the queue system would follow the d&d class roles like the rest of the game does.
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I'm a DC so I set put into the Healer slot...except I'm not really a healer. My place is in a high-end group where I can double the damage of the DPSers....but I don't heal except as a side-effect of some of my powers.
So, if I random queue I mey get put into the "healer" slot and end up in a low-geared group which expects me to heal (or, even worse, expects me to provide them with AP through haste), it will just result in confusion and annoyance.
I wish I could roll back the time and get rid of those things.. they have been the single most disastrous item ever introduced into mmos.
Before that.. people had to actually learn to form groups.. and respect each other enough to run and finish and learn and grow together.
Although, on that hand I would argue that there is no strict definition given because there is no strict definition.
A lot of what people apply are overly strict based on personal perception on what is the correct and wrong way to do something. Fighters in 4th Ed D&D are defenders (tanks) and are meant to take a large beating. However there are methods to make them extremely tanky or methods to reduce their tankiness for further damage output.
Those same features exist in NW. I had a Guardian Fighter who was pure defense with reflective damage back in Module 3 when most people considered Conqueror DPS version builds the most viable option. The average in NWCW has always been more focused on damage dealing than controlling.
Your role depends on where you stand in the spectrum. My Hunter Ranger is more at home fighting a large group of enemies rather than fulfilling the striker role and killing the boss as fast as possible.
The developers don't tell people they have to do anything because what they are good at will vary based on the choices people make. Even comparable role driven games like MOBA's do not have hard set rules on roles because the toolsets given for one reason could make them viable in a different role depending on how the player chooses to build their character.