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6/24/12 8:26:03 AM#121
Originally posted by Nitth You are correct that they pretty much just shuffled teh roles around. No dedicated aggro holder, no dedicated healer. Now EVERYONE is responsible for killing teh mosnter, and everyone must work together to use buffs/debuffs/CC to succeed.
No more "The tank stands there and spams a threat rotation, the DPS stand a distance away and spawm their rotation, and the healer plays whack-a-mole with health bars". |
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6/24/12 10:40:37 AM#122
Originally posted by Axehilt I think this nails it. As others have pointed out, the "Trinity" is simply a WoW-clone thing - at various times in EQ's life you also needed a mezzer or slower in addition to a tank and healer. What would that be, the Holy Quartet? Unless your classes are completely identical, certain combinations are going to have better syngery than others. Players will discover and exploit these synergies, and then BOOM you have Required Classes. Case in point: In the original EQ, Clerics had a spell called Complete Heal, which would heal someone to full health - but it took 10 seconds to cast. From the designer's perspective, this would mainly be an efficient downtime healing spell, since it took too long to cast in combat. We all know what happened right? Players realized that if you had a bunch of people cast Complete Heal 2 seconds apart, the tank would be healed to full every 2 seconds. The Complete Heal Chain was born, and it defined raid combat for the next half-decade (until WoW, ironically). Whenever I see a game say it won't have required classes, or required builds, I shake my head. Required classes/builds are never something the designers add on purpose...it's the result of millions of people min-maxing a system. It's one of the reasons something like GearScore is so polarizing, and it will never go away. |
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6/24/12 11:01:51 AM#123
Originally posted by Darkmoth Yeah, the problem is less the game, than it is people's mindsets. However, GW2 seems to allow for some flexibility in this, as nearly every class has nearly every ability to some extent.
Another example is City of Heroes. You don't need dedicated healers for ANYTHING. ANY kind of defender is a game changer, but oft times challenges can be beaten even without them. Scrappers, Tankers, Brutes, and sometimes properly equipped defenders and blasters can tank certain elements. Both CoX and GW2 do something that Blizzard has often quoted as a goal but NEVER made work: "Bring the player, not the class".
Hopefully that trend will continue. |
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6/24/12 2:15:23 PM#124
Originally posted by terrant Let's not pretend that just because CoX was a little looser with class comp that it didn't matter. As someone who frequently pieced together parties, it totally mattered. It's just that now when your party has a tank and some DPS you could alternatively look for a controller OR a healer OR a defender, rather than just a healer. You were still bringing the class in that game, it was just a little more loose with who you were forced to bring. |
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6/25/12 3:42:15 AM#125
Originally posted by Darkmoth 'That isn't true. Certainly games have been designed with certain classes being required for A or B. Can you not bring a tank or a healer in a game as WoW to do a dungeon/raid (that you don't out level/out gear)?
There are other aspects in GW2 that contribute for profession flexibility such as weapon swapping and environmental weapons. You need knocks to fight "The lovers". In most games that would mean certain classes with access to knocks were required - in GW2 it just means someone needs to go pick up one of the rocks scattered around so you can knock them. Or there is boss A that is really good vs meelee or boss b that is really good vs ranged attacks - in some games that would mean certain classes wouldn't be taken for those encounters. In GW2 it just means the warrior equip a rifle or the ranger equips a greatsword. In the end is up to the developers to keep it up - if chain heal allows something not desired, changing it to "out of combat only" would solve it. Currently playing: GW2 |
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6/25/12 7:17:41 AM#126
Originally posted by Nitth It only sounds like that because you're not listening. |
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6/25/12 7:28:50 AM#127
It's truly sad people can't make the transition from the older models. It's just like religion or the current extrovert requirement in the workplace, people just can't seem to let go of outdated ideas that just don't work well. the old trinity is on it's way out and it's not just in GW2, some other games have made it so multiple roles can be filled by the multiple types of characters like having a dps/healing role, no more dedicated healer, or having a dps/tank role for games that just can't seem to let go. Dunno what the future of this is either but i have to say that being someone who doesn't like fewer choices, this makes for a better game experience when one isn't limited to where one can go or what one can do just because of a game design flaw, and that essentially is what the trinity is a design flaw. It's the reason why companies had to incorporate a dungeon finder tool, or a role switching mechanic, or classes like the druid in WoW that could be anything. Look at all the things that people have complained about companies including in games just to keep this archaic model. |
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6/25/12 7:59:30 AM#128
I just like how trinity stopped being a tank that takes all the damage, a healer that heals all the damage the tank takes and a (or a few) dps that need to kill the mobs/bosses before the mobs/bosses overpower the healer ability to heal damage and the tank ability to sutain damage and became any damage dealt, any heal done, any damage sustained. Holy trinity is, with a few exceptions (with 0 being trivial, 6 being non-trivial and 10 being unmatched): Healer: Damage ....... 0/10 to 3/10 Healing..... 10/10 Ability to sustain damage... 0/10 to 3/10
DPS: Damage ....... 10/10 Healing..... 0/10 to 3/10 Ability to sustain damage... 0/10 to 3/10
Tank Damage.... 0/10 to 3/10 Healing... 0/10 to 3/10 Ability to sustain damage... 10/10
Incoming games "character": Damage.... 6/10 to 8/10 Support/Crowd Control.... 6/10 to 8/10 Ability to waste mob damage.... 6/10 to 8/10
Currently playing: GW2 |
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6/25/12 8:18:35 AM#129
Originally posted by itgrowls From a game design '50 km above ground' level point of view, this post doesn't really make sense. Unless they changed from the last beta, GW2 doesn't get 'rid' of the trinity model. It gives every class all 3 roles and lets the player decide which one they want at a certain time. A warrior picking up a rifle to turn into a 'range dps' still means a player is a 'dps'.
Trinity is not a 'design flaw'. That's like saying bicycles are a design flaw cause we have cars now. It is an old model that gets modification (depending on the game) but at its core, it is a sound design. Wonder why there seems to be more haters on the internet? Read this by an actual marketing guy to find out why. |
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6/25/12 8:42:35 AM#130
Originally posted by jpnz Incorrect, still. You don't decide which role to play at a given time. You have skills that have one or more damage, control or support aspects associated with them, and you use the right skills as needed. Let's look at your warrior with a rifle as an example:
As you can see, not a pure dps character. You're applying damage, yes, but there's also a fair share of control as well with cripples and knockbacks. You can add vulnerability, which is something you'd want to do before, say, unleashing a kill shot. Combines with utility skills, traits, etc. you can actually wind up with an extremely balanced character that buffs allies, controls enemies and brings the pain, all on a single build and used when best needed. |
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6/25/12 8:46:46 AM#131
Originally posted by jpnz Here we go. Can you, in the middle of a fight, turn your healer into a dps for the next 5 seconds, then turn into a healer for the next 6 seconds and then be a tank for the next 10 seconds? If you can, why the hell do people search for healers, dps and tanks? Currently playing: GW2 |
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6/25/12 8:48:10 AM#132
Originally posted by Volkon And that doesn't even include the utility skills and heal skill or the dodge (basically a "tanking" skill). Currently playing: GW2 |
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6/25/12 8:52:47 AM#133
Originally posted by grogstorm So basically what you are telling us is that 'things will change in some unspecified way'. Ok. |
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6/25/12 8:54:19 AM#134
Originally posted by Volkon
Oh yeah, and the idea of no dedicated healer......either the mobs are paper easy, or you are going to be potion spamming.....equally ridiculous....might as well play diablo. |
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6/25/12 9:03:51 AM#135
Originally posted by Alphamojo Ah, you're new here. Welcome to GW2 insights. A few things... no, you cannot, no matter who you are, sit there and soak damage for more than a few seconds at best. The whole "I'll sponge, you heal me" concept has been eradicated entirely. Instead, you avoid damage, mitigate damage, keep the enemy from even being able to do damage, etc. You also can't claim aggro. There are no taunt mechanics at all, and the aggro mechanics vary from mob to mob. Some will choose the weakest (lowest health), some based on armor, proximity, etc. That being that, no the mobs are not paper easy... pretty much any mob there, especially outside the starter area, can and will gleefully kill you if you screw up. This ties in with the d/c/s aspects all being available simultaneously... you need to do what you can to avoid damage while delivering it yourself. You have your own self-heal, on a cooldown, if you fail to avoid/mitigate as well as you need to, but in and of itself it's not enough to keep you going. And, lastly, there are no potions. |
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6/25/12 9:05:30 AM#136
In GW2 everyone is the healer. Because the way it works is someone tanks then dies then everyone heals them. Yea yea yea skill and dodging will alliviate some of it, but not nearly as much as people like to make out. as far as i'm concerened gw2 still has the trinity it's just really funky. |
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6/25/12 9:11:19 AM#137
Originally posted by tollbooth When you understand the connection between "dying" and "trying to tank", then you will have taken your first step towards enlightenment. |
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6/25/12 9:24:47 AM#138
Originally posted by jpnz That's okay, spend five minutes trying to tank an elite or trying to heal a player who has no CC abilities loaded that's trying to tank an elite, better yet try this in an exploration dungeon. You'll see it's dead and so will the toons who are trying to tank only and heal only. That's what we mean by the traditional roles are dead. Just because they still use the "damage" role doesn't mean the damage role can't heal a little or cc a little depending on the situation. Thus the switching of weapons and spell foci. Oh it is a design flaw, because countless game designers have had to get around the lack of healers and tanks in their game that was designed to require them for YEARS. It's what spawned things like the dungeon finder, the talent tree switching and the ability of a class to fill all three roles when switching between them since this text was missed above, i decided to repeat it. |
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6/25/12 9:27:02 AM#139
Originally posted by tollbooth Exactly, It's worded as if a player can't aquire aggro for any reason, only the mob's AI selects targets based on how they want.....well I'm sure once people learn how a mob selects it's targets...they will specifically plan out a way to exploit that which will in turn either tank or avoid being a primary target inwhich one can dps to hell. The trinity is a base mechanic in order to be efficient as possible, no one is going to play ineffectively for too long, I'm sure everyone will embrace the idea for a short while, but eventually they will revert to what is most efficient.
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6/25/12 9:27:03 AM#140
Originally posted by Volkon Yeah especially those tho think they can just fill the roles anyways. Have them try that on a boss or in an explore dungeon in GW2 they'll learn about the 20th time of dying. It amazes me how people can't seem to let go. |
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