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2/09/13 3:16:55 PM#101
Originally posted by SuperNick I'm curious, knowing not having the combat model or the classes you enjoy why did you purchase? |
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2/09/13 3:20:23 PM#102
Originally posted by Dibdabs Yes... well, God forbid an MMO is introduced after several years of the same thing that has mobs in it that have realistic aggro mechanics that don't center around one slow guy that does no damage yelling obscenities about its mother. This radical change that no one is actually forced to play is surely a sign of the end-times. You heard it here first. Variety is the DEVIL, Bobby Bushea!! no GW2 won't kill WoW, but it's time to move on and quit worrying about those people still playing it. - eyelolled |
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2/09/13 3:21:24 PM#103
Originally posted by mikuniman Well, speculation is just that, I didn't actually know for sure how it would turn out. They might have pulled it off and revolutionized the industry. It was also one of the biggest releases of 2012 and the PvP promises were too good to pass up. I put a good 400 hours into it and enjoyed it up until about then, it took about that long before I started to dislike the combat and repetitiveness of PvP. So yeah, in my eyes, a good buy none the less; it just didn't have the staying power I expected beyond that because of above reasons. |
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2/09/13 3:26:05 PM#104
Well I dont know about others, but I have to actually try things before I know for sure. Im very hands on, so even if something seems like I wont like it, I have to be sure, and give the benefit of the doubt. Played it for a month, didnt like it much, and didnt grow to love it either. But I did like the "concept" of dynamic events (FFXI's Campaign system was infinitely more fun). And I am a huge fan of exploration (I played the first 2 days of Tera like normal, after which I gave up on the "gameplay" and instead spent 2 weeks exploring all maps (including under and over it, and in areas that were still under development lol)
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2/09/13 3:38:14 PM#105
Originally posted by Eir_S Well if the alternative is the dance contest that is "action combat", please keep the holy trinity!! However if we could move in a different direction that could be interesting,
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2/09/13 3:42:19 PM#106
Originally posted by craftseeker Ohh, I like that one. Good idea. no GW2 won't kill WoW, but it's time to move on and quit worrying about those people still playing it. - eyelolled |
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2/09/13 3:43:14 PM#107
I never knew I need a trinity game till I play GW2.
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Azrile
Novice Member
Joined: 7/29/08
Any new or returning player to WOW, send me a PM for some help getting started. |
2/09/13 3:58:19 PM#108
Originally posted by Eir_S Yes, but the same is true in games with a Trinity. I play a bear tank in WOW. My DPS is significant, and on many fights surpasses everyone else because I am hitting more targetst than they should be. I also have 3 or 4 different CCs that I use, some are simple knockbacks, some are interrupts, some are roots. I have buffs I cast before fights, and after fights I have a Rez. When I am being hardcore, I even have an in-battle rez. My second character is a Discipline Priest. On almost all content, I spend about half my time DPSing which generates random heals to my party. The other part of the time I directly shield or heal my party. I also have a silence that I use regularly, a pet that I can pull out occassionally, I have a root CC against everyone and a specific long-term CC against undead. The problem with these type of debates is people like ´a game´ more than another game, and then twist the argument to make their game sound better. Yes, if you take the most absolute most boring gamestyle of a healer ( just casting one spell to heal one person) it is boring as heck, and then in favor of your game, you give this elaborate description of how a non-trinity character can do a million things to save the day... of course your game sounds better. But trinity roles are not as boring as you make them out to be, and conversely, many players (as evidence in this thread) only play GW2 as basically a straight DPS without really doing much else. My argument in favor of trinity games is just in the mechanisms of boss fights. Devs can be a lot more creative with a trinity setup. Players in WOW are getting to experience non-trinity type grouping with the new Scenerios... and while they are fun to zerg through, there can be no type of ´boss´encounter that requires very much coordination.
If you are an ex-wow player and want to come back. Scroll of Rez gives 7 free days, boost a character to 80 a realm and faction change. Send me PM for an invite. Only 1 per day available |
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2/09/13 4:04:59 PM#109
I there a 'system doesnt matter if its a good game' choice for this vote? I vote that.
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2/09/13 4:19:35 PM#110
Lets check where the Trinity is useful: _ Leveling : NO. Why level as tank or healer when you can just dps all the way to end game ? Only useful for shorter dungeon queue. _ Quest: NO. Have you try to do WoW dailies as a healer ? Ah ah! _ PvP: NO. Tank can't tank players, so it's only a dps with more health but half the damage. As for Healers, well a battleground with zero healers or with same amount of healers in both team don't really change the whole deal. _ Dungeon : Not really. At first maybe, but with good gear/cc or skilled players you can do it without healer or without tank. _ Raids: YES/Maybe. For classic tank&spank fights. But you can imagine lots of fights that would works without tanks and healers. Just replace non-avoidable damages with avoidable-if-you-move-fast-enought damages and here you are. In fact, check WoW raids : lots of encounters don't really need the Trinity. Alysrazor in Fireland has fixed aggro mechanism; same for Garalon in Heart of Fear. Ultraxion in DS only need people to press button at the good time, and what about the vehicule fights in Ulduar, the gunship in Icecrown, the Sha in the last Terrace raid etc etc. Usualy tanks have a very small role. As for healers, they are only usefull because there are non-avoidable damages.
I'd also like to point that trinity prevents players from being together. What do you prefer to hear : Ultima Online, EVE, Guild Wars 2: "hey, sure: join us and lets have fun together!" or : Trinity based MMORPG: "mmh, sorry: we only need a tank/healer now..." ? |
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2/09/13 4:25:21 PM#111
Originally posted by aSynchro very much agreed nice post.. healer in PVP can be a mess at times as well.. in Rift they had such a hard time balancing heals in PVP it ends up being whoever had more healers won most every time. But again having classes with non set roles is another good way to go ala Rift then at least you open yourself up to a lot more options has multiple classes can tank or heal.. But others games that lock you into a single role for that character then it really becomes an issue with trying to find tanks and healers I angered the clerk in a clothing shop today. She asked me what size I was and I said actual, because I am not to scale. I like vending machines 'cause snacks are better when they fall. If I buy a candy bar at a store, oftentimes, I will drop it... so that it achieves its maximum flavor potential. --Mitch Hedberg |
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2/09/13 4:29:51 PM#112
The thing is, I kind of like the trinity but I think a "softer" trinity is needed.
I don't really believe in the whole "use a skill and you have threat all of a sudden, especially stacking every piece of threat gear imaginable. Threat should be real. What ends up happening is that any tank worth his salt will maximize this and the entire encounter just ends up being him absorbing/blocking damage and everyone else burning down the boss. That's pretty boring. I like how tera does it in that the tank can stun and pull a boss and that you have to actively manage blocking and your resources. Still, there is a hate mechanic there but I can get between a boss and his target and stop him in his tracks with a large hit or a pull. but again, this is the direction I think it should go, Tera's system isn't perfect. Perhaps allowing squishier opponents such as mages and clerics to activate shields when they have the enemy's attention but maybe then disallowing them to use their skills when they do this. Allow warriors to position themselves between the enemy and the warrior's allies. Making healing and buffiing active. Again, I kind of like the direction that tera goes with this. And of course make it so that players who don't have a tank or healer or many damage dealers can still do things, but with greater difficulty or perhaps smarter playing.
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2/09/13 4:31:29 PM#113
The only real situations where the Holy Trinity is useful is in "End Game Content" for games. Before then, it's generally something you don't want to fit in. Tanks, Healers and DPS should be all playable from every class in the pre-"End Game Content" material. You can't heal those rats to death for quests nor can you heal enemies to death. You can't DPS yourself back to life nor can you DPS a mob into dealing less damage to you. You can't aggro yourself back to life nor can you taunt a mob to death. You have to have elements of every piece of the trinity in order to play successfully into the "End Game Content".
I played WoW up until WotLK and now play Runes of Magic. |
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2/09/13 4:38:13 PM#114
Holy trinity is a game developers' conveniance, developed when internet speeds were serious issues. Collision detection was hard, so a simple workaround developed.
You might like it, you might not. If you are waiting for the perfect game, the only game you play will be the waiting one. |
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2/09/13 4:40:11 PM#115
Maybe something better than the trinity will come out in the future, but GW2 wasn't it. The lack of class identity was a huge turn-off for me. Also, I'm not a fan of the action-y direction new MMOs are heading in. Strategic combat, please.
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2/09/13 4:41:47 PM#116
Originally posted by Arglebargle Well, the first MMO I played had collision detection and did not have the trinity (UO). Not sure what the two have to do with one another... |
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2/09/13 4:47:28 PM#117
I've never understood why trinity and classes are linked. I think that's the major issue. If all classes have the ability to perform all roles then you certainly would have more choice. I know there are mage archtype players that wouldnt mind tanking, but they cant because the game is designed against it. And yet, in high fantasy it is OBVIOUSLY possible for a mage to manifest layer upon layer of arcane protection becoming at times more untouchable than even a fighter (thinking back to ad&d here).
Let all classes do all roles ( or at least expand a bunch) and i think alot of LFHealer/tank issues get resolved. No reason a tank fighter cant exist in the same game as tank rogue/mage/cleric, etc. Rift gets close for sure, though still applies unnecessary restrictions.
I dont know if trinity is the best system, but it seems fairly simple to make it better. |
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darkhalf357x
Hard Core Member
Joined: 1/25/12
I'm only playing the role chosen for me. Who you supposed to be? |
2/09/13 4:48:16 PM#118
Get rid of classes all together. Allow me to make a character and give me skill points that I can put wherever I want. Allowing me to be a stealthy, fire-wielding, mage-type warrior. GW2 went half way. Someone else needs to bring it full circle. |
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Yamota
Elite Member
Joined: 10/05/03
There's a beast within every man that stirs when you put a sword in his hand |
2/09/13 4:52:09 PM#119
Originally posted by Eir_S You are twisting my argument. I am saying that classes which cannot consistently do something, such as healing or CC, cannot claim to fill that role properly. Classes in GW 2 cannot consistently do anything but DPS so they are all, more or less, DPS with a bit of support/healing/CC thrown in. Great if you like DPSing, not so much if you dont (and I dont). |
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2/09/13 4:55:37 PM#120
The no trinity system sounded great before I tried it myself. But it turned out to be GW2's greatest flaw.
DAoC - Excalibur & Camlann |
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