- Joined
- Apr 3, 2016
- Messages
- 1,263
- Reaction score
- 1,565
- First Language
- PT - EN
- Primarily Uses
- RMMV
I've decided to make this topic after reading tons of mechanic stuff in this forum. I'm really happy to say that i've learned a lot and how it helped me on this transition. This is kinda a mini-guide since i'll try to explain how MOBA team compositions can be portrayed in RPGs, it doesn't mean that i'll be referencing classes itself in the genre but the actuall function instead. There will be no mentions to sub-roles, functions that can be built via items/ upgrades or are not present in a frequent way besides being means to allow a Role to do its job in 1 or 2 skills of its skillset/ kit (ex: tank). Probably someone will claim that there are more roles than this or that some of them are not roles and all i can say is that as an oldschool player/ developer i have to say is no, one thing is what the community assumes as the truth and the other is what devs assume as the tools when designing. Every MOBA you know falls into this formula when designing their core rules for unit building.
Before we start i need to mention that teams are composed by 3 to 5 units who are controlled by different players in most of games which leads to the co-op aspect of the game. Each unit has its own unique skillset/ kit who's tied with a specific role, reading the skills tells you which role a unit follows considering 4 core points: Damage, Effects, Cost and Cooldown.
I will not talk about Cost and Cooldowns here since they are linked more with the overall concept of the unit rather being a rule to follow.
NUKER
[*]They usually has only 1 AoE skill and that's it, most of times they don't have any.
[*]Has the lowest defensive attributes
Easiest role to come up with if your game has 3 skills since they all gonna be tied with burst damage, the 4th is complementary in most of times. In some MOBA they have a 5th skill that's also related to dealing damage. There isn't many things to say about this, damage is damage, how you gonna design it is up to you, no matter if it's a Elemental Mage who controls weather or sci-fi Soldier with neon daggers that backstabs people. Notice that missing skills punishes this role a lot.
SUPPORT / DISABLER
[*]Most of its buffs are single targeted
[*]Needs to have at least 1 AoE skill, if it has buffs the damage needs to be reduced.
Why put them side by side? Their job is to keep allies alive, how they do it is not important. If it's by healing or by weakening an enemy without the need to deal damage is what makes them who they are. A support is focused on positive aspects wile the Disabler is focused on the negative aspects of what buffs can do and that's it. In the end of the day the Disable is also a Support, no matter if he can nerf a foe's damage, drain a foe's health, paralyze a foe and put a foe to sleep. Still, the most effect support is offensive and we have to be realist here: a combat ends with damage, if you can't deal damage then there's something wrong.
I think they are the easiest role to explain so far, maybe i'm being dull though.
CARRY
This role became less and less frequent in MOBA since it's easier to make Nukers who use the upgrade aspect in their designs instead. They are usually built considering passive skills and even their active skills are related to passive buffs. As mentioned above default attack skill is really important to this role, it doesn't make it less insteresting at all since everything deppends on how you are going to design the Carry, their buffs can help but not as much as a Support/ Disabler. They do almost the same job as the Nuker but on mid to late game is where they deal as much damage as the Nuker with the same few swings.
Remember: To this role a good pair of weapons are as valueable a good high damage spell for a Nuker.
INITIATOR
[*]Has buffs to cover the lack of damage in the AoE skills
[*]Being able to survive damage taken is not necessary
When working on any initiator concept i constantly ended up screwing up. This is the harded concept to come up with and that's why it's in the end of the topic cuz he may have a bit of everything though he's not the jack-of-all-trades role at all if you don't have a clear idea of what you wanna do. They can be used as secondary Supports/ Disablers deppending on your team composition.
You have to be careful when calculating the damage and effects of an Initiator's skills for obvious reasons. Dealing too much damage will rend your other concepts useless so does when thinking about buffs they provide. I've noticed the rejection that players has to single targeted skills when they see an AoE skill, even if it deals half of damage of a single targeted skills, my only solution to this would be to deal from 1/3 to 1/4 of the single target skill and add any effect to it, usually it's how it's done in MOBAS since there you has to consider the amount of time a player has to use this again in seconds.
CONCLUSION
"If you can't explain something in a few lines then you learned nothing, if you can't understand with a few lines then you know not enough", this is my personal conclusion considering 8 years of my life. I really need to post examples but there's no real conclusion here besides that discussing about it will enrich the topic.
Also notice that those descriptions fills the Warrior, Rogue, Mage and Cleric classes easily.
Before we start i need to mention that teams are composed by 3 to 5 units who are controlled by different players in most of games which leads to the co-op aspect of the game. Each unit has its own unique skillset/ kit who's tied with a specific role, reading the skills tells you which role a unit follows considering 4 core points: Damage, Effects, Cost and Cooldown.
I will not talk about Cost and Cooldowns here since they are linked more with the overall concept of the unit rather being a rule to follow.
NUKER
- Usually deals the highest amount of damage with a single skill
If not it's based on chainning them through buffs or conditions
- If not it's based on short cooldowns to annoy the enemy player, it has a psychological aspect as well, in the end the amount of damage is the same
No need to mention that mixing those aspects leads to more refined gameplay
[*]They usually has only 1 AoE skill and that's it, most of times they don't have any.
[*]Has the lowest defensive attributes
Easiest role to come up with if your game has 3 skills since they all gonna be tied with burst damage, the 4th is complementary in most of times. In some MOBA they have a 5th skill that's also related to dealing damage. There isn't many things to say about this, damage is damage, how you gonna design it is up to you, no matter if it's a Elemental Mage who controls weather or sci-fi Soldier with neon daggers that backstabs people. Notice that missing skills punishes this role a lot.
SUPPORT / DISABLER
- Has means to allow his allies to survive no matter what kind it is
Thanks to this they have the highest defensive attributes by default
[*]Most of its buffs are single targeted
If it deals damage the damage is a in between moderated and high
[*]Needs to have at least 1 AoE skill, if it has buffs the damage needs to be reduced.
AoE skills with buffs are not rare but has moderated effects as well
Why put them side by side? Their job is to keep allies alive, how they do it is not important. If it's by healing or by weakening an enemy without the need to deal damage is what makes them who they are. A support is focused on positive aspects wile the Disabler is focused on the negative aspects of what buffs can do and that's it. In the end of the day the Disable is also a Support, no matter if he can nerf a foe's damage, drain a foe's health, paralyze a foe and put a foe to sleep. Still, the most effect support is offensive and we have to be realist here: a combat ends with damage, if you can't deal damage then there's something wrong.
I think they are the easiest role to explain so far, maybe i'm being dull though.
CARRY
- Are upgrade dependant
- Can't do much alone in lower levels
- Deafult attacks are really valuable to this role
- Has the lowest damage done by skills
- Buffs needs to be moderated to not rend the upgrade aspect overpowered
- May have evasive methods to protect themselves in offensive ways
This role became less and less frequent in MOBA since it's easier to make Nukers who use the upgrade aspect in their designs instead. They are usually built considering passive skills and even their active skills are related to passive buffs. As mentioned above default attack skill is really important to this role, it doesn't make it less insteresting at all since everything deppends on how you are going to design the Carry, their buffs can help but not as much as a Support/ Disabler. They do almost the same job as the Nuker but on mid to late game is where they deal as much damage as the Nuker with the same few swings.
Remember: To this role a good pair of weapons are as valueable a good high damage spell for a Nuker.
INITIATOR
- They start each battle as the frontline
- Usually half of its skillset/ kit has AoE skills with moderated damage
If it has high damage usually is overtime
[*]Has buffs to cover the lack of damage in the AoE skills
[*]Being able to survive damage taken is not necessary
When working on any initiator concept i constantly ended up screwing up. This is the harded concept to come up with and that's why it's in the end of the topic cuz he may have a bit of everything though he's not the jack-of-all-trades role at all if you don't have a clear idea of what you wanna do. They can be used as secondary Supports/ Disablers deppending on your team composition.
You have to be careful when calculating the damage and effects of an Initiator's skills for obvious reasons. Dealing too much damage will rend your other concepts useless so does when thinking about buffs they provide. I've noticed the rejection that players has to single targeted skills when they see an AoE skill, even if it deals half of damage of a single targeted skills, my only solution to this would be to deal from 1/3 to 1/4 of the single target skill and add any effect to it, usually it's how it's done in MOBAS since there you has to consider the amount of time a player has to use this again in seconds.
CONCLUSION
"If you can't explain something in a few lines then you learned nothing, if you can't understand with a few lines then you know not enough", this is my personal conclusion considering 8 years of my life. I really need to post examples but there's no real conclusion here besides that discussing about it will enrich the topic.
Also notice that those descriptions fills the Warrior, Rogue, Mage and Cleric classes easily.
Last edited by a moderator:

