bellanca6561n wrote: »So if you like fights that make the tank role useless, how would you feel about fights that make the healer role useless? Maybe a mechanic where during the fight no healing is possible, forcing the healer to switch entirely to DPS for that fight.Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.
Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
Or how about fights that make the DPS role useless? Maybe the boss has an unbreakable damage shield for the entire fight, and the only way to beat him is for the tank to drag him to places where he (and everyone else) starts taking environmental damage through the shield, so you have to out-heal the fight to win it, without actually doing any DPS.
Excellent point as always.
You can't move beyond the trinity simply by breaking it.
Maybe not, but it's a start.
leepalmer95 wrote: »I just 4 dps all the dungeon nowdays anyway, it's just faster.
Actually, I'm starting to think that the idea of the boss who you can only hurt with environmental damage could be done in a way that would make it a really interesting fight that would be engaging for all roles.bellanca6561n wrote: »So if you like fights that make the tank role useless, how would you feel about fights that make the healer role useless? Maybe a mechanic where during the fight no healing is possible, forcing the healer to switch entirely to DPS for that fight.Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.
Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
Or how about fights that make the DPS role useless? Maybe the boss has an unbreakable damage shield for the entire fight, and the only way to beat him is for the tank to drag him to places where he (and everyone else) starts taking environmental damage through the shield, so you have to out-heal the fight to win it, without actually doing any DPS.
Excellent point as always.
You can't move beyond the trinity simply by breaking it.
Say it's a fight in a dwemer ruin (or maybe somewhere in the Clockwork City), and the only way to hurt the boss is to pull him into a blast furnace area where he and the tank (or whoever pulled him in there) will be trapped until the furnace runs out of fuel. The furnace will do a certain amount of damage to his health without affecting his unbreakable damage shield before it runs out of fuel. The tank has to survive during that time, with the aid of heals from the healer (who should stay just outside the blast furnace, but can heal into it). If the tank dies, the boss will stay in there taking damage until the fuel is used up, at which point he'll come out to try to kill the other players, and someone will have to go in to res the tank.
Meanwhile, the DPS are off fighting a swarm of adds in the furnace's fuel chamber who are trying to cut off the fuel supply to the furnace. If they don't burn them down fast enough, then the fuel gets cut off early, so the boss takes less damage. Maybe the DPS had to fight through adds in a control room to start the furnace in the first place.
Once the furnace's fuel supply is cut off, the tank has to drag the boss to a different blast furnace where the process begins again. Say there are 4 furnaces, and if the adds don't prematurely cut off the fuel supply, each furnace will burn down 25% of the boss' health bar. If the adds do prematurely cut off the fuel supply to one or more furnaces, then an additional mechanic comes into play where the DPS have to fight through a different group of adds to activate a different control room mechanism that will activate neutral adds (I'm thinking dwemer worker spiders) who will start the fueling process of the furnaces again. Meanwhile, they need to fight the adds controlled by the boss who are trying to kill all of the neutral adds before they do the appropriate repairs & work to get the furnaces going again.
bellanca6561n wrote: »bellanca6561n wrote: »So if you like fights that make the tank role useless, how would you feel about fights that make the healer role useless? Maybe a mechanic where during the fight no healing is possible, forcing the healer to switch entirely to DPS for that fight.Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.
Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
Or how about fights that make the DPS role useless? Maybe the boss has an unbreakable damage shield for the entire fight, and the only way to beat him is for the tank to drag him to places where he (and everyone else) starts taking environmental damage through the shield, so you have to out-heal the fight to win it, without actually doing any DPS.
Excellent point as always.
You can't move beyond the trinity simply by breaking it.
Maybe not, but it's a start.
Perhaps but I've had rather enough of that this week.
The trinity was created as part of the whole movement in the genre to make evident to everyone what they're meant to do. Online games were originally VERY obtuse regarding that. Each player had to puzzle out their next move without any direction whatsoever.
But I think the audience has gone beyond the need for such things. Yet, if you mean to innovate you need to begin with a fresh approach to combat systems, not simply make them work some of the time.
bellanca6561n wrote: »bellanca6561n wrote: »So if you like fights that make the tank role useless, how would you feel about fights that make the healer role useless? Maybe a mechanic where during the fight no healing is possible, forcing the healer to switch entirely to DPS for that fight.Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.
Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
Or how about fights that make the DPS role useless? Maybe the boss has an unbreakable damage shield for the entire fight, and the only way to beat him is for the tank to drag him to places where he (and everyone else) starts taking environmental damage through the shield, so you have to out-heal the fight to win it, without actually doing any DPS.
Excellent point as always.
You can't move beyond the trinity simply by breaking it.
Maybe not, but it's a start.
Perhaps but I've had rather enough of that this week.
The trinity was created as part of the whole movement in the genre to make evident to everyone what they're meant to do. Online games were originally VERY obtuse regarding that. Each player had to puzzle out their next move without any direction whatsoever.
But I think the audience has gone beyond the need for such things. Yet, if you mean to innovate you need to begin with a fresh approach to combat systems, not simply make them work some of the time.
Oh we are well past the "need" for a job description. We are deep, deep, deep into "there can be no other way" territory. Just look at this very thread. It was started on the premise that all dungeon bosses must be adjusted to comply with the Trinity formula, and followed up with several agreements.
Like it or not, the only way we're ever going to have a chance of moving past the Trinity is to break it every now and then.
Oh we are well past the "need" for a job description. We are deep, deep, deep into "there can be no other way" territory. Just look at this very thread. It was started on the premise that all dungeon bosses must be adjusted to comply with the Trinity formula, and followed up with several agreements.
Like it or not, the only way we're ever going to have a chance of moving past the Trinity is to break it every now and then.
You cannot design your game to be trinity-based, and then ignoring it for few dungeons. You cannot just "break it every now and then" without giving players something difrent to play with.
They made step in right direction whith planar inhibitor, designing intetesting mechanics for it, but bosses that was mentioned in this topic are either buged or lazy design- "we want players to break trinity so we just made boss immune to taunt"
bellanca6561n wrote: »bellanca6561n wrote: »So if you like fights that make the tank role useless, how would you feel about fights that make the healer role useless? Maybe a mechanic where during the fight no healing is possible, forcing the healer to switch entirely to DPS for that fight.Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.
Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
Or how about fights that make the DPS role useless? Maybe the boss has an unbreakable damage shield for the entire fight, and the only way to beat him is for the tank to drag him to places where he (and everyone else) starts taking environmental damage through the shield, so you have to out-heal the fight to win it, without actually doing any DPS.
Excellent point as always.
You can't move beyond the trinity simply by breaking it.
Maybe not, but it's a start.
Perhaps but I've had rather enough of that this week.
The trinity was created as part of the whole movement in the genre to make evident to everyone what they're meant to do. Online games were originally VERY obtuse regarding that. Each player had to puzzle out their next move without any direction whatsoever.
But I think the audience has gone beyond the need for such things. Yet, if you mean to innovate you need to begin with a fresh approach to combat systems, not simply make them work some of the time.
Oh we are well past the "need" for a job description. We are deep, deep, deep into "there can be no other way" territory. Just look at this very thread. It was started on the premise that all dungeon bosses must be adjusted to comply with the Trinity formula, and followed up with several agreements.
Like it or not, the only way we're ever going to have a chance of moving past the Trinity is to break it every now and then.
So if you like fights that make the tank role useless, how would you feel about fights that make the healer role useless? Maybe a mechanic where during the fight no healing is possible, forcing the healer to switch entirely to DPS for that fight.Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.
Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
Or how about fights that make the DPS role useless? Maybe the boss has an unbreakable damage shield for the entire fight, and the only way to beat him is for the tank to drag him to places where he (and everyone else) starts taking environmental damage through the shield, so you have to out-heal the fight to win it, without actually doing any DPS.
a tank does not just taunt and hold block. a tank also buff allies and debuff mob, interrupt channel attack, block heavy attack to stun boss, heal self and allies, and contribute maybe 10~20% of group dps.
bellanca6561n wrote: »
What's missing in SO MANY of these discussions is full and frank exchanges with developers.
Yes, they can be dangerous. Most of the best minds I've worked with in game development over the years are terrible communicators. At times I wondered if the two skill sets somehow excluded each other.
Doesn't matter. I never lost a single customer due to the awkwardly honestly of a member of my team participating in a forum discussion.
So if you like fights that make the tank role useless, how would you feel about fights that make the healer role useless? Maybe a mechanic where during the fight no healing is possible, forcing the healer to switch entirely to DPS for that fight.Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.
Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
Or how about fights that make the DPS role useless? Maybe the boss has an unbreakable damage shield for the entire fight, and the only way to beat him is for the tank to drag him to places where he (and everyone else) starts taking environmental damage through the shield, so you have to out-heal the fight to win it, without actually doing any DPS.