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First off, i like group roles as much as anyone, but, the problem i find with them in mmorpgs is, unlike PnP and SP where group assembling is easy, it can be very complicated to find people in the middle of the open world, outside of instances.
So, i have an idea of "dynamic grouping roles" and would like people's opinion on it.
Imagine a game with "solo mobs" and "group mobs". Solo mobs are just stadart monsters you can solo or pull more of for a greater challenge.
Group mobs are just what they sound, being it bosses or pack of special creatures, which, basically, require more than 1 person to take down. This is mandatory.
Now, what if, unlike normal mmos where you would have to have the actual skills and abilities from character developement, players where given brand new powers specific to defeat said enemy.
So, imagine a minotaur boss that requires atleast 5 people to beat. When the required amount of people select him and enter "combat mode", they'll be assigned special roles with new skills to use right there. To defeat the minotaur, one player becomes a tank like warrior with abilities to taunt, since he's very dangerous and fast and can kil peole in 1-2 shots. But 2 others become "de.buffers" and use powers to weak the enemy, since at full power he's too strong for the tank. The other 2 do the standart job of damage dealers.
Of course, it's not just "rpg roles". Take an event where friendly npc's invade a castle with siege weapon. The npc's will do the job of fighting the enemy on the gate, while players must fire AND LOAD the siege weapons. The reverse is also possible.
Many more possibilities exist, but the most important is that, if players don't tend to their roles and try to zerg DPS, they'll fail. No change. Also, the fights would scale the more people "tag" a pack of group mobs, assigning roles for them aswell.