Posted 04 August 2011 - 11:56 AM
then based on your most used class trees, you will be given a suiting class name, for example (using the wow classes) if you were using mostly warrior and paladin talents, you would become a 'templar' class.
Posted 11 August 2011 - 12:49 AM
Posted 11 August 2011 - 08:54 AM
Someone care to explain what "The Holy Trinity System" is? (yes I know, I could google it, but I'm probably not the only one who's confused ^^)
Tank - damage dealer - healer. Almost every MMORPG out there requires this composition for its dungeons / raids.
Posted 01 September 2011 - 04:26 PM
Posted 13 October 2011 - 12:58 AM
Posted 27 October 2011 - 06:32 PM
Posted 07 January 2012 - 01:40 PM
Posted 07 January 2012 - 04:50 PM
Posted 11 February 2012 - 06:41 PM
No set archtypes. Fully customizeable characters that start out base and evolve in any direction you choose by learning of skills.
Full agree on that one.
Posted 03 March 2012 - 01:48 AM
Love it or hate it, the Holy Trinity is one of the cancers that kills MMOs.
Posted 13 March 2012 - 10:27 PM
- mynsc likes this
Posted 16 March 2012 - 05:01 AM
I agree with the idea of not starting out with these set archetypes, an evolving system that is implemented well would be always welcome but still personally, I have always enjoyed the feeling of having your own fundamental/'special' role to play when being a part of this Holy Trinity system within a group, be I a tank, DPS or healer, I have my specialism role and that feels more empowering in some ways.
Thing is, it's a bit of a double-edged sword. I hope that the devs can find a way to give characters special roles without creating "necessary" classes.
I reason thusly:
In a Holy Trinity system, every instance/encounter/whatever tends to require the same balance: one tank, one healer, 2-3 DPS. If we go with WoW, 3 DPS. The problems with this are the following:
1. Players don't generally keep to the 1/1/3 ratio, worldwide. Something like 90-95% of WoW players play DPS. To most players it's more fun and less challenging.
2. Even if there's slide room added to the game, such as dual-spec, most of the people who have a dual spec for tanking or healing are not very good at it, due to skill, gear or both, and while DPS can safely be so-so at their job for most encounters, tanks and healers cannot.
What we tend to end up with is a system in which 1-2% of the world's population is responsible for the successful running of almost all content.
I don't mind the basic concept of the Holy Trinity, but players don't balance it out. By comparison... well, as much as I generally despise the system, let's look at D&D 4.0.
Each character is pretty much responsible for their own healing. They each come with a set number of "healing surges" per day. They can trigger one per encounter, plus more if they have the abilities. Healers CAN trigger the healing surges of other players, as can certain other class abilities, but combat is much more fluid; one player isn't sitting back healing and nothing else.
Likewise, while there are definitely more and less resilient characters and you want one of the more resilient characters soaking the damage, each character is relatively close in health and has their own way of avoiding death. Warlords shuffle allies and enemies around the battlefield. Other classes, if they don't tank, have crowd control abilities, escape abilities... all of which lends itself heavily to taking their survival out of the hands of the tank/healer combo and putting it back in their own.
I'm pretty sure that a system like this can be realized in an MMO - I've seen examples of systems like it - and my personal feeling is it's a lot better because it prevents all of that "looking for tank/healer" trouble.
Posted 16 March 2012 - 06:40 PM
The D&D system you're describing is almost to the letter implemented by Guild Wars 2. And at first look at least, it really does seem to be a lot more fun and balanced than the good old fashion Trinity.
Even if I think there will still be party composition rules (although they'll function more like guidelines rather than actual restrictions), the main advantage I see with it is that players will be a lot more free inside a party. A player's survival will depend 90% on himself and you can no longer blame the healer or a tank's weak aggro. This will also make the fights more chaotic and even completely different from run to run, depending on the style of the players and the party composition.
I definitely enjoy more, in theory at least, the D&D model and I can't wait to try it out in GW2.
- Dorque likes this
Posted 26 April 2012 - 08:48 AM
Posted 03 May 2012 - 01:22 AM
Posted 26 June 2012 - 10:03 PM
Posted 17 July 2012 - 08:42 PM
1. Add survivabilty mechanics to all classes. Be it self healing via life stealing or avoidence mechnichs like kiting.
2. Remove all damage from PvE content that is unavoidable. In most PvE encounters MMO's there are constantly outgoing damage that is unavoidable. Like every 30 seconds the boss explodes dealing x amount of damage to all players in raid, or similar.
There are plenty of games outhere that does not require the holy trinity. The problem just is that most MMO content is designed to cater the Holy trinity.