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12/24/12 4:08:10 PM#41
Originally posted by grimal |
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12/24/12 4:08:18 PM#42
Well, the roles did technically exist in DnD but they did not resemble anything we see today. You had a tank, but he had a myraid of things he could do. Besides being an insane damage dealer, the warrior could do a number of other things too. You could specialise them to be great at spotting traps, or making potions, or whatever. Feats defined a class as much as class skills did. Hell a caster wasn't even a real damage dealer early on anyway. They were pure utility until nearly 12-15 when they had the spells and feats to support serious throwdown. Before that a warrior was easily better for killing things. He didn't have to sleep a day after each fight either. Clerics were basically tanks as we know them now. Nigh unkillable, heavy plate wearing, smash your face kinda guys....that also happened to turn the undead and heal you. I imagine most fighter types leaned toward barbarians anyway, simply because they could rage while supreme cleaving their way through 50 enemies in a row. Thieves and Assasins were neat, but my favorite incarnation was the shadow dancer. Getting that positional backstab was a ton easier when you could walk into the trees shadow and OUT of his. I'm rambling, and I'm sorry. The point is that DnD had a trinity. But it cared more for being awesome than adhering to that trinity...so class role was more or less defined by the player. Nothing prevented you from having a druid tank while his feral bear pet and two treants bashed things in. They even gave you a druid spell that specifically turned metal armors into wood and another that allowed the wood to retain a high armor class. A wizard could wear plate, suck down some mage armor and punch faces. Or he could stop time and cast 4 rounds worth of spells at once. Whatever. A cleric could really focus on stats that allowed him to cast more heals...or he could bloody str con it out like a warrior and beat things up and heal himself when things got rough. That was the fun part. Each character in DnD was varied BEFORE you even considered multiclassing. Now a game has to include multiclassing just to barely touch the surface of the character depth DnD had for its core class. |
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12/24/12 9:08:22 PM#43
Building a group as a trinity was just a strategy adopted by the players to clear content faster. These were the power gamer types that existed even in the 70s and 80s. In DnD a lot of this depended on the GM if it was to be allowed.
Warhammer Fantasy Battle was a major factor in bringing the trinity to the forefront in gaming. In WFB the use of 3d minitures on a battlefield allowed defensive melee units to block the path of oposing melee units from taking out the magic and ranged units on the back lines. This is the earliest use of the term "tanking." Many of the tactics in WFB were copied from historical battle movements. Blame Ramseys of Egypt or Alexander the great for devising ancient battle strategy of stacking archers safely behind their melee units. The use of reserve troops could also be seen as a "healing" mechanic. As melee units were wounded or killed on the front lines the commander would bring in fresh troops from the back lines to relieve the wounded. Keeping a reserve is superior strategy than having everyone charge at once. Sure the Phonecians and Melachites didn't think the trinity was fair but who cares about them? They were conquered.
Bottom line here is the trinity is rooted in historical tactical battle strategy. |
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12/24/12 9:36:32 PM#44
The term Trinity changed from EQ1 to WoW, it originally was Healer/Tank/Slower (or Healer/Tank/CC, depending on the circumstance), because DPS was just "everyone else" used to fill out a group, and the only people I know of that called themselves "DPS" were rangers who were desperate to get in a group (when they weren't busy trying to convince you that they were really the tank).
It's also the oldest post I could find where the group class makeup was referred to as "Trinity". (although I didn't look terribly exhaustively) Really, if you want to get down to it, it just refers to a way that people commonly build their group - form the group around XXX group roles (with whatever class or play style can fulfill that), and your group will have a good chance of succeeding. In EQ, a group with a healer/tank/slower (or healer/tank/cc) had a good chance of taking on pretty well all group content. In WoW, a group with a healer/tank/dps has a good chance of taking on pretty well all group content. It doesn't really have to do with the taunt mechanic - it just so happened that there were 3 roles that, if actively defined and filled, happened to make the content easier (probably because most of the content was designed around those 3 roles). By no means was that the only way to get through content. I can remember one infamous group of mages on my old EQ1 server that loved to go around, and they would 1-group older raid content with their pets. No tanks, no slowers, no healers - completely defying the "Trinity" concept. Groups in EQ1 commonly were unorthodox - especially when the server populations started to decline in the mid-00's. Nothing special about the term trinity really - it's just that so much content across so many games have been designed with that in mind that most people can't wrap their heads around anything else. Personally, I loved the older EQ1 stuff, where the trinity wasn't so well-defined. Classes were very diverse, and roles weren't cookie-cutter and had to share common cross-class abilities. I also really love the newer games, where the trinity goes out the window - it makes life more chaotic, and I find it fun when it doesn't just break down to zergitmoar and can keep some semblance of tactics involved in the game play. DnD still had classes, and roles, but it wasn't necessarily a trinity. You had a live person who was DMing who could fill the role of "Artificial Intelligence" a whole lot better than any computer program can do, and can work around mechanics that go beyond just the pen-and-paper rules, so roles could be a whole lot more diverse, players can be a whole lot more creative, and the DM could compensate or tailor the encounter around their players. In a game, if you come across a locked chest and don't have a rogue - well, you just keep on walking. In a Pen-n-Paper game, maybe someone hacks the box open, or you decide to pick it up and carry it back to town, or maybe you fireball it and melt the lock off - or any number of infinite possibilities that players could come up with when they aren't constrained within the limits of an artificial game engine. |
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12/24/12 9:41:02 PM#45
Originally posted by Greyface yeah, agro (and by extension, trinity) was never mechanically enforced. The GM just sort of knew that the hulking warrior could take on more guys than the dude in a bath robe. It wasn't fun when people died, and it's not like the table top stuff was players vs GM or anything. |
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12/24/12 9:49:14 PM#46
Before WoW the 'trinity' actually was a quartet that included a crowd control class of some kind. A tank would NOT survive engaging multiple mobs at once and a CC class was essential in ensuring only one target was ever actively engaged in the battle. EQ1 and EQ2 (in the early days at least) both had this, but WoW did away with it and no MMO since has allowed CC to be that useful... So with that said, WoW actually created the modern trinity. |
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12/24/12 9:49:30 PM#47
Originally posted by asmkm22 Every campaign I've ever played in didn't have a bunch of idiot enemies that target the character with the most hit points and did the least damage unless the enemies actually had a low wisdom or intelligence. |
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12/24/12 9:50:33 PM#48
@OP - this whole topic is flawed. it's based on the premise that the trinity is tank/dps/healer. the trinity is tank/damage/healer. the term dps is the bi-product of the addon recount.
I think the prostitute mod corrupted your game files man. -elhefen |
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12/24/12 9:53:49 PM#49
Originally posted by muffins89 The acronym dps has been around since Everquest, long before any addons were around. |
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12/24/12 9:54:47 PM#50
All developers did were add mechanics to replace DM's and the players decision to jump in front of other players and such. The trinity existed in DnD, it was simply handled different.
Was the trinity then the exact same thing as the trinity of today? No. Players had to be creative with feats and all of that to keep attackers focused on them. All MMO developers did was simplify the tanking from DnD and turn it into a provoke or w/e it is called in your preffered game.
The concept and the goals are exactly the same, the only thing thats changed is the means. |
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abottemiller
Novice Member
Joined: 12/02/09
It is better to learn it today than to suffer for it tomorrow |
12/24/12 11:02:52 PM#51
Sorry played D&D long before MMO's. Started in 82 and the trinity was strong in D&D you needed it that way.
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12/24/12 11:18:16 PM#52
Classes specialize performance. A group of mixed classes will assume roles. The ones who can heal, will do so. The ones who can take damage and who need to be up close will do so. The ones who can DPS from ranged will do so.
Even without aggro mechanics (taunts and dumb mobs that lock onto the tank while getting killed) there are still roles, and they tend to parallel: Melee DPS, Ranged DPS, and Heals.
MMOs didn't invent the three. Early game systems established roles. Gamers figured out 3 was minimal.
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12/24/12 11:40:04 PM#53
Originally posted by Alberel
Rogue or mage for CC was quite common in WoW Vanilla and BC. It was later that tanks became god-like eliminating the need for CC. |
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12/24/12 11:45:28 PM#54
Originally posted by abottemiller I've played D&D for most of my life, and I've played in campaigns and have DMed campaigns that were made up of a single class or only a couple of classes. |
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Loktofeit
Elite Member
Joined: 1/13/10
EVE in 2013 - DUST 514, CSM8, Fanfest, 10th Anniversary, Uprising, Odyssey. Gonna be a good year :) |
12/25/12 12:12:54 AM#55
filmoret: One thing I have never figured out is why the game devs hardly ever fix simple problems that arise. It is like they don't care about the pvp community. Nitth: What makes you so sure its a simple fix? filmoret: Because most of them are. Sometimes its just changing a number in a code string other times its creating a few variables. However none of them should take over a few hours of coding. |
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12/25/12 3:29:31 AM#56
Physical blocking isn't the only way to replace the trinity with something more flexible and interesting, of course; there are many ways to do it. Hit location would be one way (dps the legs and it doesn't move); speed would be another (if it can't catch you, it can't hit you); proximity check would be a third (if you're standing close to someone in armour, they're deemed to be defending you so they take the hits aimed at you). There's lots you can do. I personally like physical blocking, but then I also like area of effect spells to damage friend and foe equally, so I'm probably a bit too traditional for most of today's MMO players.
Such narrow minded views. He is a very oldschool guy but his views don't even touch what technology is capable of NOW. Hero Evermore |
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12/25/12 3:56:50 AM#57
Originally posted by grimal Lets dicern between trinity and holy trinity. Basicly the premise that goes wrong is that that there needs to be an aggro and a taunt mechanic. That is what is needed for the speciffic variation of the trinity thats often best called the "holy trinity". The trinity in it self is the mechanic of Support, Control and Damage. The "holy trinity" is where controll have become all about agro, tanking and taunting. Support about reactive healing in the form of a whack a mole minigame. And damage about gearing up for max Dps. That's the reason that its makes sense to use the terms "the trinity" and "the holy trinity" because the holy trinity is just a primitive fixed and limitted version of the trinity. And support includes alot more than reactive healing, controll alot more than taunts and tanking, and damage can have alot more variation involved than just dps. The trinity itself exsisted way back in games history, and was fleshed clearly out in pen and paper roleplay from the start. The name "the holy trinity" is fitting because it became a dogma in MMO gaming that it was really the best way to make combat, to a degree where developers lost sight of the basic foundation it was build upon and it looked like it was the only way. And a whole generation of gamers understood it as the only way a MMO gameplay could be. And they basicly equalised the holy trinity with the trinity itself. Still too day people claim that old MMO games did have non trinity game play because there where more roles. But they fail to realise that not having the fixed "holy trinity" doesn't takes you away from the basic premise of having a trinity setup in form of damage, support and control. MMO games is trinity games of control, support and damages, and that part is found in old school classic games as well.
read how to create a succesfull mmo before posting about GW2. And read tao of ArenaNet before talking about innovation in GW2 |
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12/25/12 4:12:03 AM#58
Originally posted by endgame1 Same with EQ.. whether it was AD&D or EQ, there was no trinity so to speak.. There was many times our group kited Mobs or used other means of fighting besides tank and spank with heals.. I miss kiting, and wish MMO's today would go back to class roles of yesterday.. |
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12/26/12 8:50:41 AM#59
Originally posted by ice-vortex Seconded. 90% of the games I played in, the DM let people play what they wanted and tailored the combat to that mix. When I DM'd, I did the same thing. There must have been people who played more structured games, but I'm not sure that I ever met them. If anything, old-school RPG's had a Holy Quadrilateral, not a trinity. Thieves were never considered a damage dealer -- they were needed to scout ahead, disarm traps, pick locks and sometimes pockets. Anyone who rolled a 1st or 2nd edition thief to put a hurtin' on things was an idiot. The class was more Bilbo Baggins than it was Ezio Auditore. The word "tank" was never even used during old school table-top games -- unless it referred to that thing filled with sharks that you fell into when the thief failed his Detect Traps roll. |
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12/26/12 9:14:16 AM#60
Originally posted by AlBQuirky Tanks wore heavy armor, the best they could, because it did not impede any magical powers or movement based skills like other classes. Mages and rogues and druids could wear heavy armor, but they were penalised for doing so. Instead they got other skills or abilities to handle damage recieved. Warriors used heavy armor because the armor and potions were the only thing stopping them from a nasty death. They didnt have the avoidance or trickery of the rogues, or the magical defence of the sorceror, or the healing and magic of the druid. That is why they wore plate. Not because they were there to get beaten up instead of the squishier target. Clerics could also wear heavy armor and take a hit, but paid for it in damage capacity. They all had different strengths and weaknesses. It would make no logical sense that someone would avoid attacking the obvious healer and go for the juggernaut instead. Which is why the whole principle of the trinity annoys some people. If your DM made it so everything went for the plate wearer and ignored the others while someone cast heals on the 'tank' every round, that would just be rediculous. |
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