Gear Dependency Vs. Player Skill is an argument that is thoroughly discussed, especially in development. Let's define each.
Gear Dependency = Your Character does most of the work based off how you build your character through stats/gear. Player skill can take an affect but typically it's knowing a rotation and the fight.
Player Skill = The player output is doing most of the work and gear is merely a perk. Most games who use this method, are fighting/action based RPGs. Most people will consider this to twitch gameplay, however, player skill can be categorized into tab-targeting as well. - On the other side of the spectrum, player skill can also be constituted by knowing your class, rotation, mechanics, how to build your character ect.
Most traditional RPG's use more of a stat/gear progressional method to build your character to survive in combat. With the innovation of MMORPG's it has paved a way for players to increase player output that transitions into more player skill.
I have been warring with my self which holds true and may work best for MMORPG's as a whole. You see, I am typically a black or white thinker so I automatically consider one method may be better than the other. So in other words I always compare what is better and why. I have concluded that it really depends on the type of gameplay you're going for and designer's preferences for their audience.
Let's take WoW for an example. WoW, is intended for the super casual but also caters to hardcore players. WoW has always been mostly a gear dependent game, in PVP and PVE. In Wrath, Blizzard thought resilience was a great stat for PVP but it made gear dependency worse. If you didn't have high resilience you couldn't compete. In PVE, ilvl is something sought after and players won't choose you if you have a low ilvl because they know a higher ilvl will produce more damage, healing or mitigation. If I were to put percentages to WoW, I would say it's 75% gear dependent and 25% player skill. The player skill in WoW, comes from knowing your rotation, how to build your character with secondary stats and simply knowing the fights and not standing in stuff. But is Gear Dependency the right or wrong approach?
Personally, I think the best method is to have a 50/50 ratio. Or even a 60/40 ratio of player skill to gear dependency. One of the unique elements to RPG's is building your character. And most of that is through stats/gear. I do believe that gear should play a vital role in combat but I also believe that player skill should help overcome encounters. I felt Everquest was a decent example of balance of player skill and gear dependency. You can argue it fell into the 50/50 or 60/40 ratio.
I am curious to your thoughts on what you prefer as a gamer? Vote and let me what is your preference?
Does it not allow the OP to vote in your own poll anymore? I would vote for the balance of both.
Post edited by Eronakis on
What is your preference?
Gear Dependency Vs. Player Skill67 votes
I prefer the Gear Dependent model, character produces most of the work
I prefer the Player Skill model, it should be up to the player to determine
I prefer a balance of both, Player Skill and Gear dependency.