Emma_Eunjung wrote: »The Trinity needs to just go away. Why?
1) It makes it difficult for the devs to scale dungeon difficulty down to duos and solos.
2) It makes grouping hard to accomplish because of the need to fill specialized roles.
3) Reliance on healers and tanks makes players lazy and careless.
The great thing about ESO's classes is that all of them are capable of doing all roles, so why not leverage that fact and get rid of the forced specialization?
Emma_Eunjung wrote: »The Trinity needs to just go away. Why?
1) It makes it difficult for the devs to scale dungeon difficulty down to duos and solos.
2) It makes grouping hard to accomplish because of the need to fill specialized roles.
3) Reliance on healers and tanks makes players lazy and careless.
The great thing about ESO's classes is that all of them are capable of doing all roles, so why not leverage that fact and get rid of the forced specialization?
Emma_Eunjung wrote: »The Trinity needs to just go away. Why?
1) It makes it difficult for the devs to scale dungeon difficulty down to duos and solos.
2) It makes grouping hard to accomplish because of the need to fill specialized roles.
3) Reliance on healers and tanks makes players lazy and careless.
The great thing about ESO's classes is that all of them are capable of doing all roles, so why not leverage that fact and get rid of the forced specialization?
nobertpaulb16_ESO wrote: »With the next patch going live tomorrow and the controversial changes be implemented, is the MMO Trinity still viable in ESO, or do you see a large number of Hybrids on the horizon?
(FYI... The Trinity is... the Tank, the Healer, the Damage Dealers)
Emma_Eunjung wrote: »The Trinity needs to just go away. Why?
1) It makes it difficult for the devs to scale dungeon difficulty down to duos and solos.
2) It makes grouping hard to accomplish because of the need to fill specialized roles.
3) Reliance on healers and tanks makes players lazy and careless.
The great thing about ESO's classes is that all of them are capable of doing all roles, so why not leverage that fact and get rid of the forced specialization?
corrosivechains wrote: »I voted yes for the Trinity having a place and honestly I think there needs to be more and more done to expand on it. Bring controller options back to the paradigm, we need more instances of crowd control, buffers, debuffers, etc. Also there needs to be greater emphasis on encounter designs which discourage flat out dps races, like bosses which reflect damage or call in swarms of adds the more DPS they take. Games that have removed this become samey, arcadey, and feel like single player games.
People keep talking about the death of the MMO, or how the genre is dying, and then they whine about the stuff that made the genre take off like a rocket in the first place. They have seemed to forgot what the acronym stands for. Massive Multiplayer Online being the first half, should be exactly that. A game in this genre shouldn't be scaled down so that two people can do group content. There are plenty of games for that...hell the past 30 years of videogames have been explicitly designed for 2-3 player gameplay, everything from Mario and Streets of Rage, to Call of Duty and now even Grand Theft Auto.
The second part of the acronym, RPG...ROLE-Playing game...as in you are taking on a role within that game to accomplish your goals. Those roles have been standard for the genre since the 70's, as has already been pointed out in an earlier post. And like I said previously, the genre needs to do more to expand the available roles and encourage diversity of gameplay, to discourage the "DPS Meta" or the "PvP Meta"...it's fine if that's what you want to focus on, but such players need to understand that Meta doesn't mean "best"...at all.
Honestly what made this genre take off originally was that it made you interact with other people, get to know them, develop a sense of community. If you were struggling people helped you out to better understand your role. If you were a consistantly rude player, you'd develop a name for yourself and it became harder to get groups together to do things. It wasn't the settings or the worlds that kept players hooked...it was the other players and that sense of community. The genre should never have become so focused on the arcadey, DPS high score mentality it's devolved into.
/rant over
Rev Rielle wrote: »GW2 tried to remove the necessity of the trinity as much as any traditional MMO has done so to date, and overall it did not work very well in terms of getting the community/players to work together.
I think (hope) the Trinity will always have useful place in ESOTU.
Rev Rielle wrote: »GW2 tried to remove the necessity of the trinity as much as any traditional MMO has done so to date, and overall it did not work very well in terms of getting the community/players to work together.
I think (hope) the Trinity will always have useful place in ESOTU.
Grandpa Ultima Online was a skill based game that invented too much of what you think mmorpgs are today. There was no trinity. Any one could learn the heal spell or bandage skill. It way better to rely on yourself and know it's coming than rely on someone else and it never arrives. The trinity is an artificial gate, in a genre of social misfits, to gate players from achieving progress.
When it comes to what works bringing communities together. You have no clue. Instance dungeons separate players beyond any trinity. Developers know this. If they wanted communities and systems that brought players together. They would have old scholl dungeons where players meet and become friends. Not a system where you sit in town, judged on some level of achievement, gear, trying to get a group to enter an "instance" that you can't alone. In the old days, dungeons scaled, noobs met at the doors and grouped to move on..
I can't explain on what fathom you don't understand what you're talking about. Bringing people together is the opposite of what developers want. They want us separated. Wishing we could have a group to get some fun. Trying to fit in like high school. Old mmorpgs, brought players together and it had nothing to do with the holy trinity.
Edit: Players were brought together so much so. Often their guild names where named after the dungeons they met in.