Improving on the solid foundation that is the Combat System
Welcome to Project: Gorgon!
Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
you need someone to be able to buff/debuff if you want a monster with insane resistances/armor; you need someone to heal effectively if fights are prolonged; you need someone to be able to manage multiple mobs if you want group encounters; and you need a pure tank if you want to have creatures that hit for very high damage.
...But none of this means that players have to be specialized in these tasks, only that the team needs to carry enough into the fight.
The whole idea of tanking as a solitary thing and not something you mix with DPS is silly theatrics made for simplifying a game. Or to only heal. You just need enough of each for the fight.
The tank could be the healer. There's no particular reason not: Healing provides global threat, exactly what a tank wants. The only reason not is so that in PvP the healer can be taken out by crafty players. Enemies aren't so crafty.
We don't play classes in PG, we play skills. And we don't level skills if we're not playing them. Making a skill not useful to soloing (craft or combat) puts an extra burden on those who want to level it.