| 421 posts found | |
|---|---|
|
2/10/13 11:54:08 AM#221
Originally posted by tixylix Well, just out of curiosity, which 2 roles were available to rogues, locks and qqers err, mages ? But i agree with the last sentence, even if we would probably disagree on the exact point in time. Flame on! :) |
|
|
2/10/13 11:56:52 AM#222
Originally posted by Serelisk I played GW2 to level 80 on a norn ranger and 54 with a female norn thief. As for the holy trinity, please don't try to school me on it i've played MMO's since 1999. Thanks. Trinity is best in my opinion but it's like i said. You can keep enjoying GW2 while the people who like the trinity system can enjoy games like TESO and ArcheAge or any number of MMO's that still use that system. Thank goodness most devs don't see it the same way ArenaNet do. Coolermaster Cosmos II Case |
|
|
2/10/13 11:56:54 AM#223
Originally posted by Banaghran For me it was when they made it so you can warp to Battlegrounds, it killed world PVP. |
|
|
2/10/13 12:03:50 PM#224
Although I find GW2 to be very fun overall I do miss being able to play a primarily support based character. I don't know that I'd say "Trinity" is best, but the complete lack of being able to focus on playing a support type character in GW2 is far from best for me as well as two of my friends.
Specialization is fun. A person can play many games and take pride in never letting another party member die because they are an awesome healer, or an awesome tank, or an awesome controller, or take pride in being able to do such a massive amount of damage while their support friends keep them up that encounters go very fast. GW2 only allows playing a character that does lots of damage in one form, lots of damage in another form, lots of damage in another form, or some damage in a mix of forms, and then in all of those mix in a tiny bit of support. So all you can take pride in is that you might do a little more damage in a different way without dying compared to everyone else doing a little more damage in another way without dying. Insert random misqoute here |
|
|
2/10/13 12:04:53 PM#225
Originally posted by SavageHorizon Woah man, sorry for the misunderstanding here. I think we're in agreement, I just sort of used your statement to make a larger comment on this thread and the OP. Most of it was not directed towards you, including but not limited to the note about the trinity. Mostly at the OP for saying Holy Trinity and then GW2's methods as basically the only options, when there's a bunch of other MMO's that don't use holy trinity which he's probably lumping into that category. Example: Those who have an issue with the "Holy Trinity" don't necessarily have a problem with trinity games. Just wanted to clarify my intentions.
|
|
|
2/10/13 12:06:15 PM#226
When I log on to play I want to play, Not spend an hour looking for the right combo so I can play.
|
|
|
2/10/13 12:09:30 PM#227
Well, I don't like the GW2 system in the slightest; I would rather have roles more clearly defined. But at the same time I don't think that definition needs to be provided by the trinity. So as many others have pointed out, I can't really answer the OP's question as they are not the only choices available. |
|
|
2/10/13 12:10:15 PM#228
Originally posted by Serelisk Ah i see your point but i wasn't trying to come across as being rude. I am of the mind that you play what you enjoy at the end of the day. My problem with the OP is that the trinity hasn't gone anywhere it's alive and stronger than ever.
Coolermaster Cosmos II Case |
|
|
2/10/13 12:11:34 PM#229
Yes.
|
|
|
2/10/13 12:16:40 PM#230
Originally posted by Rydeson +1 After all my time playing MMO games I'm not even sure if pvp and pve can exist in the same game and garner huge praise from both crowds. If it focuses on PvP, the PvE crowd have their fun ruined by people in need of ego massaging and leave. If it focuses on PvE, the PvP crowd scream and moan about how they should be allowed to kill people whenever they want. If it tries to blend both then neither side is happy as the compromises harm the game's potential. I'd rather the developers pick PvE or PvP and stick with it. However, the chasing of WoW level subscriber figures will continue, as they seem unwilling to develop a niche corner of the market, when they could be trying to out-WoW WoW! |
|
|
2/10/13 12:17:21 PM#231
Originally posted by tixylix Yes, we disagree :) But how about the 2 roles for pures? Flame on! :) |
|
|
2/10/13 12:45:29 PM#232
It seems like people muddle up the issue. Question should be do you like trinity concept, not the trinity implementation in such and such game. Two totally different things.
|
|
|
2/10/13 1:27:16 PM#233
Originally posted by aSynchro All that is changing now though, what with dual spec or Rift's soul system where you can change to what is needed when you need it. Trinity mechanics don't have to hinder a game anymore as long as devs put in a system where you can change what your role is on the fly. Didn't have any issue getting groups in Rift or GW2, but I do in WoW or EQ/EQ2 when playing pure dps classes. |
|
|
2/10/13 1:32:05 PM#234
Also, calling it a "trinity" anymore isn't technically correct. How many games have 3 man parties(besides lotro's 3 man dungeons and WoW's scenarios)? How many have classes that are pure support or hybrids or controllers? Quite a lot. One of the things I love about "trinity" gameplay is filling a role in a party and acting like a part of a machine. FFXI is a great game to show how this is done. You have a meat shield, a healer, a puller, some dps and support and all work together to pull off some awesome combat such as skill chains. I have yet to feel that same synergy in an MMO since. What with all the experimenting on removing trinity mechanics or adding self heals, etc. they still haven't designed a group combat system that gels like FFXI did. Not to say that newer MMOs aren't as fun or don't have their own pleasing combat aspect, but I think devs have gone in the wrong direction and are possibly blaming the wrong thing , such as "trinity" mechanics.
|
|
|
2/10/13 1:39:11 PM#235
Dedicated tanks with hate and aggro mechanics can go the way of the dodo (rift, wow, lotro, eq2 style tank mechanics). I like healing roles, but I don't like snap aggro/tank mechanics. Support, control, buff, debuff, healing, and damage dealing (st, aoe, dot) all make for more interesting combat.
|
|
|
2/10/13 1:42:58 PM#236
Loved GW2 system. But I loved Rift's much more. I don't like being locked into a role that is only good in a group centric sense. I liked being able to switch, out of combat, to one of several roles I had built for my character. Rift did it right. |
|
|
2/10/13 6:05:48 PM#237
There's trinity and then there's trinity. The difference that affects my enjoyment the most is mob AI and agro mechanics. WoW gets pretty stale with taunts and high agro generating AOE skills on every tank type. It was kinda fun in TBC when you still had to pay attention to threat meters as DPS and use your agro dumps when needed, but it's at the point now where I hadn't had a threat meter installed in forever when I last played. DDO does it differently. It's been a long time since I played that one, but the mobs seemed a lot smarter there. Kobolds right in front of the tank aren't going to turn and run past him because they'll get stabbed in the back, other kobolds will run past that pile and try to get to the squishies in the back. This requires players to know their shit. Tanks gotta be in front and block what they can, squishies have to be in the back and throw out stuff like web or sleep to slow and stop the free mobs and rogues and the like hang out in between when needed to intercept and kill the mobs going after your squishies. Both of these cases have the trinity, but the way the developers chose to work it into the game is vastly different. |
|
|
2/10/13 6:22:04 PM#238
Not entirely. I do not want to be waiting in a queue because there are too many healers and tanks and not enough dps or vice versa I've been there done that in the past. That is not the future of mmo's if people think that then build a time machine and keep yourself frozen in 1999. I'm seeing a little bit of trinity in Neverwinter however, the way they did their system seems to me to be more like STO in that you can have all healer types and still get thru things just fine. It's awesome actually. They didn't put limitations on the scale of abilities. Now how this will effect pvp I'm not sure but we'll see. I think tho that having healers that can do decent damage and having tanks that do decent damage is a reflection on how Arenanet has influenced the gaming industry and we'll be seeing many many more like it in the future if these developers wish to keep these limitations from affecting the queue times for dungeons if they wish to keep the dungeon system. |
|
|
2/10/13 6:24:34 PM#239
gw2's system doesn't make sense when you have several people trying to focus on common enemies. you can defend the game's design all you want, but combat is generally disorganized and not very fun. classes exist to complement to one another. everquest had a great class system. you had tanks, hybrids that could tank and maybe do a little dps and heal, healers that could debuff, and you had utility classes. to this day, the bard remains one of my favorite classes of all time. |
|
|
2/10/13 7:33:14 PM#240
Originally posted by Torvaldr "passive tanking" isnt that fun....wow added some "active tanking"
but if u guys played tera or even skyrim (same system) 2nd button of the mouse to block! thats where the fun is!
@ eq : the problem in eq was that War , were the tanks on endgame , pallys and SK couldn event dream about tanking anything .... same goes for heals, druid and shammys were usefull (debuffs/buffs) but couldnt heal the same way CLE did
in eq2 that was fixed, all the healers work different , Clerics reactive heals ,Shaman wards and druid hots. in the tanking eq2 is meh , guardians were the best in vanilla, now? monks outank everything lol |
|