This two-part series looks at features of the 2011 MMORPG Rift.
Of all the mage’s “souls” – mini-classes of the mage “calling” in Rift – the Dominator is one of the most intriguing. Rather than flinging fireballs or summoning of lightning, the Dominator seeks to control his foes, reflecting spells back at attackers and robbing them of their power, if not preventing them from acting entirely. In Rift, this sort of gameplay classifies the Dominator as a support class, or one that bolsters allies and weakens enemies instead of dealing damage, healing, or absorbing blows for the group. It’s a class that evokes memories of the Mesmer of Guild Wars and the Enchanter of EverQuest. Like those classes, it accomplishes its goals by utilizing various types of crowd control (CC) including stuns, snares, silences, roots and resource drains. And while this potent assortment of spells allows the class to perform admirably in certain situations, it falters in central arenas of Rift‘s gameplay.
Have a look at some of the Dominator’s abilities (click for full size):
The underlying theme here is crowd control, and indeed, the Dominator has much of it at his disposal. The problem is that crowd control in PVE (Player Versus Environment) combat – Rift‘s core gameplay – is largely unnecessary to succeed. Mobs in Rift are not so deadly that a tank cannot sustain a beating from a gang of them at once. Combine this point with the prevalence of highly effective AOE (Area Of Effect) attacks and players quickly find that a most efficient way to progress through dungeons is to round up a bunch mobs, heal the tank as he or she absorbs their attacks, and burn the baddies down in a hail of arrows and flame. There is no room for crowd control in this equation.

An EverQuest enchanter doing his thang
In the original EverQuest (now a 12-year old game which I will refer to in the past tense), crowd control was an absolute necessity. Dungeons were loaded with menacing creatures that only a group of players could challenge, and even the beefiest of tanks would crumble under the attack of too many frogloks. In such a situation, it became one player’s full-time job to manage the number of mobs the group faced at a time (typically a task left to the bard or enchanter). Sure, the team was built around the tank, the healer, and damage dealers, but there was also a space reserved for the guy who could pull a lone mob from a group or the gal who could keep a horde of monsters mesmerized (i.e. standing around looking stupid). Where EverQuest‘s gameplay was methodical, slow-paced, and single-target focused (kill mob A while controlling mobs B and C, then proceed to kill mob B when mob A dies), Rift‘s is more arcade-like: the tank leaps into the fray and taunts everything while the damage-dealers lay waste to everything, damage numbers jumping all over the screen.
A group of developers undoubtedly familiar with past MMOs, Trion Worlds likely evaluated the EverQuest “old school” style of play involving unforgiving monsters that had to be controlled in order to win and ultimately decided it would be more fun to round things up and blow them away. You or I might agree with this sentiment. But when crowd control as a game mechanic and specialization of the Dominator soul is made superfluous in a vast majority of Rift‘s content, it becomes clear that something was overlooked.
In truth, support classes as a whole are underrepresented in Rift‘s gameplay. Even the Bard and the Archon – classes that, instead of focusing on crowd control, empower their allies with buffs – only shine in groups of 10 and 20 players (i.e. raid content, which might comprise 10% of all that Rift has to offer) where their abilities affect a maximum number of people. In small-group content, the damage sacrificed by acting as a support player rather than damage dealer is too costly, the benefits of the support not advantageous enough.
The “Tank-Heal-Damage” trifecta is the heart and soul of the team makeup in Rift. What about that fourth role so prominently displayed in the Looking For Group window? Why are three of the roles indispensable while the fourth is merely optional? This is a problem, and at this point in Rift‘s evolution, it is not one that will be solved overnight. Either support classes need to become significantly more meaningful in smaller teams (while not becoming overly effective in large ones), or content needs to be adjusted in difficulty such that the support player becomes a requirement for success.
Now back to the topic at hand. If crowd control in Rift is inconsequential against common mobs, one might wonder how it fares against bosses – you know, the baddest of the bad guys with unique mechanics that force the group to work in concert to take down? Surely a silence or a stun could come into play in these battles, right? Well, no, unfortunately. The Dominator is actually at its most futile against dungeon and raid bosses because these mobs are outright immune to all types of crowd control, including attack speed debuffs like the Dominator’s Accelerated Decay.
But there is good news! While the Dominator does not find its home in PVE play, it thrives against other players. This is because control in the unpredictable realm of player versus player combat is powerful. In any given battle, a Dominator can silence a healer so that he cannot save his teammates in a crucial moment (Arresting Presence), drain a rogue of his energy to stymie his damage output (Transference), root a warrior in place to stop his charge (Storm Shackle) and instantly cleanse a friend of a host of debuffs (Deny). And let’s not forget Transmogrify, Rift‘s version of the World of Warcraft Polymorph, a game changer on its own. Of course, that’s when Rift‘s harsh system of diminishing returns on crowd control effects allows the Dominator’s spells to work.
In the real world, the law of diminishing returns relates to production capacity in an economic sense. In MMO terminology, it refers to game rules that cause repeated applications of spell effects on the same target over a short time to have reduced effectiveness. There is reason for such rules.
In PVP-heavy MMORPGs of the past like Dark Age of Camelot, it was possible to hold a player – no, a group of players – unable to act for an extended length of time. Once mesmerized, players would stand powerless as their teammates were singled out and dispatched by their enemies. Not only does crowd control have too decisive an impact on the battle in such a scenario, it’s also not fun. When a player is killed by another player, they want to feel that they had a chance in the fight, that they had an opportunity give it their best shot. The sense of helplessness caused by an inability to act generates more frustration than anything else.
In response, recent MMOs implemented systems of diminishing returns so that a player on the receiving end of a series of stuns eventually regains control of their character. While some MMOs are quite liberal in the amount of crowd control that can be applied, Rift is unfriendly towards it. And as a player who’s used the Dominator soul extensively in PVP combat, I believe Rift‘s developers took this “unfriendliness” a bit too far.
Reduced CC durations on repeated applications are not so much the problem; we’ve already justified that as a fair solution to widespread, fun-stomping crowd control. The issue lies in the CC immunity given to players who have suffered several recent crowd control effects. We’re talking total immunity, meaning CC simply doesn’t work anymore. Even worse, there is no indication that a player is CC immune. So wind up that spell, watch it cast, and – oops! It did nothing. Try again soon!
If the ability to perpetually lock down a player is flawed design, it is just as bad having an entire class of spells utterly fail a portion of the time they are used. In my opinion, CC immunity in PVP should not be innate; it should be reserved only for class abilities that grant temporary immunity, like the Marksman’s “On the Double.” A CC effect should be applied when a CC effect is used (imagine that!), even if diminishing returns dictate that the next stun is to last only a quarter of a second. (Instant cast, cooldown-free spells like Transmogrify may be problematic and in need of adjustment in this case.)
To summarize: while unquestionably more effective against players than NPCs, the Dominator and its fun factor are negatively impacted by an overly CC-unfriendly set of rules. A player using an ability should be able to expect it to do as advertised.

Dominating in PVE? Obviously 'shopped
Now let’s change gears once more and look at the Dominator’s ability selection. As a soul with the goal of control, the Dominator’s abilities are largely aimed at disabling opponents. Different spells achieve this goal in different ways: while disorients, stuns and Transmogrify stop enemies from acting altogether, some prohibit only the use of spells, others restrict movement, and others still prevent ability use through resource denial (by draining mana, for example). This diversity is good because it offers the player choice in selecting what spells to use in battle, and employing abilities effectively is satisfying.
With that said, the variety of the spell lineup could be better. Inspection of the Dominator’s list of abilities reveals redundancy in what several of the abilities do. Traitorous Influence and Mass Betrayal are two tree-topping abilities on long cooldowns meant to be powers that, when used well, have the potential to sway the course of a battle. Unfortunately, they are two spells that do the same thing: aside from Mass Betrayal being ground-targeted rather than player-targeted and causing more damage, they are basically identical. Additionally, three of the last five abilities the Dominator learns – Death’s Edict, Mental Shock, and Disorient – also feature the same primary effect, which, in this case, is to stun a single target. Two of them are on short cast times and apply residual effects following the stun (one a snare, and one a “disorient,” or mesmerize), while Mental Shock can be cast instantly. Such minor differences are barely enough to justify the creation of new abilities.
How about a spell called Latent Energy that explodes when cleansed by a healer, or an ability called Anguished Apathy that torments foes as long as they fail to use an ability? Heck, how about a charm spell – call it Mental Dominion – that literally takes control of the Dominator’s target? Such a spell would stand as a signature, class-defining ability, not to mention one that would be awesome fun to use. It would replace Mass Betrayal at the top of the skill tree and be expensive to cast, likely utilizing the mage’s Charge resource. In PVE, the player could dominate a monster for a short time and have it turn its abilities on its once-allies. Charm spells are among the most exciting ability types found in RPGs; while they can be difficult to balance (some monster abilities may be too effective against other monsters), they can also be enormously rewarding.
For reasons both positive and negative, the Dominator is a class that stands out from the pack. While thematically strong and clear in intent, its irrelevance in PVE play is apparent, its fun factor in PVP hampered by core game rules, and its ability set lacking in some degree of inspiration.
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