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  1. #11
    I believe the cons go deeper though, aside from ruining the possibility of PVP balance and making some characters inherently "worth more" due to their role.

    when a game forces the trinity on players it also forces a certain playstyle on them.

    how do you deal with an encounter when you are playing a predefined trinity mechanic game? the answer is essentially the same for every game and every encounter. in a nutshell you tank the enemy with the tank, you heal the tank with the healer, and you kill the enemy with the dps. every time. every fight.

    there is no room for variation on this model because roles are predefined.

    because of this developers are then forced to add gimmicky "mechanics" to fights to spice things up and make the fights more challenging. even still, going into every fight we say "i'll tank it, you heal me, you guys kill it" and we say that repeatedly and unrelentingly for every fight.

    its all very stale in my opinion. the staleness being due to no variability in interaction if everyone does their job properly.
    the interactions being.

    DPS->Enemy->Tank<-Healer

    whereas if you take the same 3 players and an enemy and try to draw their interactions without predefined roles in a 2d plane as i did above that is not possible as any player may be interacting with the enemy or each other.

    so theres my take.. the trinity does simplify PVE somewhat in that everyone comes into the group knowing their role and how to perform it to a degree. there is a checklist of sorts that tells you "can i complete the content?"

    but you pay for this in predictability, which is not fun in my opinion. i much prefer not knowing how a fight is going to play out before i am in it. NPC AI is weak and predictable enough by its inherent "AIness".. i feel adding a control mechanic that makes that AI even more predictable was a horrible idea.

    i understand liking team play, protecting healers and dps.. but in any game with teammates one should be protecting their teammates and working with them.. i argue that because of the less predictable nature of a fight with no aggro control proper team play can be even more important because dynamics may change at any time and the team has to adapt as a whole or suffer as a whole.

    in the end, some people are always going to like having a predefined role.

    i like having a role.. i just don't like the predefined part.

    theres no rule set in stone by the gods that says we can't have roles in non-trinity games. just that we don't have them set by the developers at character creation -- we set them with how we play and build our characters.

  2. #12
    I like(d) the holy trinity. I like to dedicate myself to a role in previous games. But with GW2 I like that I'll need to figure out and determine when to be defensive and when to be offensive.

    For instance instead of spam healing someone getting focused, as a gaurdian, I'll just need to use my 2h sword to jump into the action, switch weapons to be able to put up some barriers/shields. Sounds much more fun than pillar humping spamming dispel and heals.

    And if dungeons can be done with 5 DPS just imagine how much easier it will be with atleast 1 support character using defensive and healing abilities.

  3. #13

    Join Date
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    Quote Originally Posted by Aramane View Post
    I like(d) the holy trinity. I like to dedicate myself to a role in previous games. But with GW2 I like that I'll need to figure out and determine when to be defensive and when to be offensive.

    For instance instead of spam healing someone getting focused, as a gaurdian, I'll just need to use my 2h sword to jump into the action, switch weapons to be able to put up some barriers/shields. Sounds much more fun than pillar humping spamming dispel and heals.

    And if dungeons can be done with 5 DPS just imagine how much easier it will be with atleast 1 support character using defensive and healing abilities.
    While not exactly going to be a healer(although I'm gonna use the healing elite) I'm playing my guardian to this style, with several immobilizes, some healing, and the support mechanics that come with the shield/focus use.

    I can enjoy a support role like this in a way I never enjoyed healing classes.

  4. #14
    Everyone will be a support class. It just varies on the how and to what degree. Many of the pure dps builds still have a lot of support related abilities or even direct buffing of their group. It's a fantastic concept and it's about fucking time too. Uo was like this and it was amazing. Granted you could run a meditation hybrid back in the day to pump out lots of healing, but still most organized pvp revolved around the group taking care of each other.

    On the flip side for the terrible players out there you will be more responsible for your gameplay now. There's no great healer or amazing tank to cover for you as much as before. I like it to say the least.

    Sent from my DROID RAZR using Tapatalk 2

  5. #15
    Quote Originally Posted by Furcas View Post
    On the flip side for the terrible players out there you will be more responsible for your gameplay now. There's no great healer or amazing tank to cover for you as much as before. I like it to say the least.
    was this comment directed towards me?

  6. #16

    Join Date
    Apr 2008
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    1,004
    ^^^^ lol, nice gif
    Drunatlok-Hyjal Resto Druid
    Kovedohach-Tichondrius Prot Warrior

  7. #17
    Quote Originally Posted by Narvise View Post
    was this comment directed towards me?
    Lol. Need a graph, a flowchart or an etch-a-sketch?

    <3

    Sent from my DROID RAZR using Tapatalk 2

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