This Game's PvE needs a Trinity.

This Game's PvE needs a Trinity.

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Posted by: Jemmi.6058

Jemmi.6058

I would love to see a healer/tank/dps trinity, but I know it is not going to come.

I also strongly disagree with the DPS, Support and Control trinity argument. I’ve run quite a few dungeons (not high level fractals yet, mind you), and have yet to see this kind of coordination. It is essentially everyone is a DPS main and support second. Control is uncommon, especially at boss fights where coordination is important. So that doesn’t split your group into several roles that you will assume one of, everyone is everything.

The biggest problem with this, imo, is the lack of identity. When I enter a dungeon group, I do not feel important. I feel that they could run this dungeon easily without me. I don’t enter the group knowing what I will bring to it. I just feel like a drone within the mindless sea of drones.

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Posted by: Shootsfoot.9276

Shootsfoot.9276

Nope, not going to get into it with you. You seem to think heavy plate wearers waving around a scepter like a tennis racquet and rolling around like Olympic gymnasts is good design.

See, this illustrates the problem I have with much of the “need trinity”-like posts in this thread. There is an underlying current that RESTRICTING what people can do is a good idea. Not only are you talking about trying to pigeonhole classes themselves, ultimately you’re also talking about pigeonholing builds.

Example: Group needs a warrior for DPS. Fine, I join, but I don’t have a cookie-cutter warrior built around absolute max/min of DPS. Instead I have (and use) my longbow on occasion (fire field is nice), and my gear may be tuned for some survivability/tanking. Group doesn’t want my build, they want pure min/max DPS build, kick me out because my build doesn’t fit their trinity preconceptions.

I don’t want a game with cookie-cutter builds that fit one of 3 very specific roles. I like build flexibility. I like being able to use weapons that may not be the absolute best choice for pure tanking or DPS. I like being able to heal myself and dodge, or stand in and take a few hits when I think I’ve worn the baddie down to where I can out-DPS him.

And I also like being able to log in during slow times or when my friends aren’t online, and play the game by myself, without being stymied because the game requires that I have a tank or a healer with me to make any meaningful progress.

There are games out there that impose these restrictions. I don’t want GW2 to become another version of that. It has a niche that fits my style of play. Don’t try to take this one game away from me so you can have yet another enforced-trinity game to add to the pantheon.

No, you’re missing my point. Probably because I’m not expressing it well.

My point is more about fight mechanics than the trinity. I’ve already voiced my opinion several times that if you want a “trinity” of support, damage, and control, then make it feel like you’re actually “supporting,” or “controlling.”

Most of the mechanics in dungeons are either run past the hordes of mobs and hope we don’t die to get to the next boss, which is going to be pretty much every man for themselves, dodge the red circles, and res anybody in a downed state. Generalizing, of course. Now that brings me back around to this “trinity” thing….

As it stands now the main priority for everybody is damage. After that you start looking at the other two which are de-facto “secondary” roles.

In regards to what you quoted of my post, I’m stating that fights/dungeons that require only ranged fighting are, in fact, limiting who is preferred in dungeons. Just ask any engineer.

They have the support, but their damage is miserable. Same with rangers.

Now, let’s give those engineers or rangers a whole bunch of interrupts or CCs which lessen the need for everybody to tumble on the ground constantly, and now what are we looking at?

We’re looking at two professions who are now a valued asset in party makeup.

Do we have to have them? Nope.

But they sure are welcome.

THAT is support and control.

Now you’re looking at a functional soft trininty, which is what this game is about.

(edited by Shootsfoot.9276)

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Posted by: Hoyvin.3241

Hoyvin.3241

You NEED a Healer and you NEED a Tank. There’s no deviation from that, and without them you can’t do the content.

Are you saying that in GW2 you need a tank and healer? Because you must have a different version of the game than I do. Are you playing on a Mac or something?

Nope. I’m saying in games that require a Trinity, you NEED them. You don’t have a choice.

Not that in GW2 has (or needs) a Trinity.

I agree completely and whole-heartedly. The Mac comment was funny, though, right? nudge nudge

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Posted by: Torca.5162

Torca.5162

Please do not bring in tank/dps/heal – instead make that certain bosses arnt about dpsing it al the time. Great job with the ghost eater in AC – those that havent tried it, go do it right away and try and be AFK auto dps there – your team mates wont be happy with you.

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Posted by: HELLruler.4820

HELLruler.4820

Close the topic. It’s just a hater crying because he can’t find a group decent enough to beat a certain dungeon

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Posted by: uknortherner.2670

uknortherner.2670

Want a trinity? Go play a game that has it and stop trying to turn this one into WoW II.

I stole a special snowflake’s future by exercising my democratic right to vote.

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Posted by: RebelYell.7132

RebelYell.7132

Want a trinity? Go play a game that has it and stop trying to turn this one into WoW II.

I’ve done just that. I played the silly panda game when it came out. I’m back here, so obviously I see more potential for betterment in GW2.

So you don’t like primadonna tanks, spineless healers, or lazy DPS who are barely paying attention. Great! Neither do self-aware WoW players.

However, I don’t think it’s fair to dismiss the OP just because he used the word “trinity”. There’s a legitimate issue here that needs addressing: professions have poorly defined roles on a team. Warriors, Guardians, and Mesmers are popular, because they have been theorycrafted into finely honed machines. Other GW2 professions fall victim to poor synergy between their traits, skills, and core mechanic This, I feel, is because they are a hodgepodge, rather than built with a cohesive playstyle in mind.

Instead of dismissing the trinity as being something iconic of the most popular MMORPG, lets take a look at what it does for the game. By taking on the role of DPS, Tank, or Healer, the game can be balanced so that you can perform that role to a certain degree of competitive efficacy. A healer that simulates at 95% of the FOTM healer is way more viable than any profession in GW2 playing Support compared to a Guardian.

But let’s go for something closer to home. In Guild Wars 1. Each profession had a trait only they could take, defining how they played. A necromancer gained energy as foes around them are defeated, causing their power to cascade. This allowed them to serve numerous roles, from summoning an army of minions that zerged the frontlines, to playing healers that became more effective as the fight progressed. Elementalists straight up had more energy reserves than any other profession, allowing them to be built for numerous tasks. See http://wiki.guildwars.com/wiki/Team_roles

City of Heroes, a game I cannot go back to even if I wanted to, also did the “Damage/Support/Control” thing in a notable manner. Each “archetype” is designed for those in differing degrees. There were tanks and healers, but they were part of the grander scheme, and having done every type of content, from story arcs, to task forces, up through raiding, I never once encountered content that I needed a tank or healer to complete.

User was infracted for being awesome.

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Posted by: Shootsfoot.9276

Shootsfoot.9276

Want a trinity? Go play a game that has it and stop trying to turn this one into WoW II.

I’ve done just that. I played the silly panda game when it came out. I’m back here, so obviously I see more potential for betterment in GW2.

So you don’t like primadonna tanks, spineless healers, or lazy DPS who are barely paying attention. Great! Neither do self-aware WoW players.

However, I don’t think it’s fair to dismiss the OP just because he used the word “trinity”. There’s a legitimate issue here that needs addressing: professions have poorly defined roles on a team. Warriors, Guardians, and Mesmers are popular, because they have been theorycrafted into finely honed machines. Other GW2 professions fall victim to poor synergy between their traits, skills, and core mechanic This, I feel, is because they are a hodgepodge, rather than built with a cohesive playstyle in mind.

Instead of dismissing the trinity as being something iconic of the most popular MMORPG, lets take a look at what it does for the game. By taking on the role of DPS, Tank, or Healer, the game can be balanced so that you can perform that role to a certain degree of competitive efficacy. A healer that simulates at 95% of the FOTM healer is way more viable than any profession in GW2 playing Support compared to a Guardian.

But let’s go for something closer to home. In Guild Wars 1. Each profession had a trait only they could take, defining how they played. A necromancer gained energy as foes around them are defeated, causing their power to cascade. This allowed them to serve numerous roles, from summoning an army of minions that zerged the frontlines, to playing healers that became more effective as the fight progressed. Elementalists straight up had more energy reserves than any other profession, allowing them to be built for numerous tasks. See http://wiki.guildwars.com/wiki/Team_roles

City of Heroes, a game I cannot go back to even if I wanted to, also did the “Damage/Support/Control” thing in a notable manner. Each “archetype” is designed for those in differing degrees. There were tanks and healers, but they were part of the grander scheme, and having done every type of content, from story arcs, to task forces, up through raiding, I never once encountered content that I needed a tank or healer to complete.

I really liked the frontline/midline/backline model.

Well stated, Rebel.

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Posted by: Pandemoniac.4739

Pandemoniac.4739

However, I don’t think it’s fair to dismiss the OP just because he used the word “trinity”. There’s a legitimate issue here that needs addressing: professions have poorly defined roles on a team.

I like being able to choose a profession based on the class mechanic I find more interesting than having to choose based what role I’m going to play with that character. Yes, it is more difficult for folks that don’t want to dig into the details, but I really like being able to switch up my character’s role just by equipping different gear and changing up my skills and traits. It’s so much better than ending up on a PUG with a bad tank and not being able to progress. I can change my role to be more DPS or more support on the fly in the middle of a dungeon if I have to – you can’t do that in a game with strongly defined roles based on profession.

City of Heroes, a game I cannot go back to even if I wanted to, also did the “Damage/Support/Control” thing in a notable manner. Each “archetype” is designed for those in differing degrees. There were tanks and healers, but they were part of the grander scheme, and having done every type of content, from story arcs, to task forces, up through raiding, I never once encountered content that I needed a tank or healer to complete.

Any team of decent players could tackle any of the content in COH regardless of the team make-up, especially if they were co-ordinating over voice chat. I don’t think that COH is the best example of a game with strongly defined roles though. Certain classes were perceived to have strongly defined roles, but the roles were defined more by the power sets than the class. They were more defined than in GW2, but my best DPSer was a defender (perceived as a support archetype), and my blaster (perceived as a DPS archetype) was set up for support.

All that having roles strongly associated with a particular class accomplished was to encourage a bunch of terrible players to roll empathy defenders named healbot so they could get teams to carry them. It also made it really difficult for folks that thought outside the box to find teams.

Don’t ever think you know what’s right for the other person.
He might start thinking he knows what’s right for you.
—Paul Williams

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Posted by: Knight Kravitz.5162

Knight Kravitz.5162

I agree the game is too easy as an elite GAMER I find it mindless and boring anymore there needs to be skill involved and fails if your not good at stuff that’s what makes mmos fun lol.


GUILD WARS 1 VETERAN

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Posted by: Sawnic.6795

Sawnic.6795

No reason for a trinity when everyone can dodge and heal themselves. As a clothie mesmer I am a better tank than most heavies, too. Guess why?

nosrs, it’s just “skill”.

Also if you can afkDPS a guild bounty target something’s wrong somewhere.

Whatever guild I’m repping today [tag]
Borlis Pass’ official male cheerleader
Commander by title: Sawnec the Mesmer

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Posted by: Mujen.2089

Mujen.2089

Plz gtfo this game with skill… plz skill my badunkadunk.. This game promotes tunnel vision, non responsible solo minded gameplay.. don’t gimme that skill bs.. No accountability other than yourself.. it’s like playing solo but with others next to you.

Oh but if you play dps all you do is macro 1 button on your rotation… puh-leaze… And with no dps meter I’m sure people know how well their dps is… nobody can be called out for sucking.. sorry but playing dps on a high lvl means more than just dealing damage, you have to learn the encounter, learn your class, provide appropriate CC – learn situational awareness.

Don’t use GW2 & skill in the same line, just because you’re in the same gear.
Everything in gw2 is aoe, non-target so whether you want to or not you’re buffing/aiding ur party.. it’s a no brainer.

Healing = looking at bars and hitting 2 keys? as a healer on high lvl you need to understand mechanics, be proactive & reactive. Guess what? most games have limited mid-battle rez.. so if 1 dies.. he’s down.. not this rez/rally crap to baby you like training wheels if you’re off balance.

Trinity isn’t going to happen but everything in GW2 is half arrsed… unless ur warrior, then u have a defined role – top dps. “support/cc” w/e roles… brainwashed.. oh and btw if ur healer died in other games you could also say ur “support/cc” cuz ur tank would be “kiting” and ur dps would be ranging… they’d keep slows up.. and those who could heal would toss some heals.. OMG… it’s gw2!

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Posted by: Advert Paperer.7059

Advert Paperer.7059

Plz gtfo this game with skill… plz skill my badunkadunk.. This game promotes tunnel vision, non responsible solo minded gameplay.. don’t gimme that skill bs.. No accountability other than yourself.. it’s like playing solo but with others next to you.

You may want to reconsider Sawnic’s point, since he was talking specifically about a Mesmer serving as a tank. When a Mesmer player is first learning to tank, they’re going to be very tunnel-vision focused on their immediate surroundings (and their skillbar/cooldowns). However, once they’ve learned how to time their dodges and skill activations appropriately, they can expand their attention a bit. For instance, stacking on top of an ally while using [Blurred Frenzy] isn’t ideal, because any melee attacks aimed at you will still hit your friend (and the blur VFX will impair your teammates’ ability to read enemy attack cues). You also start to look for opportunities – instead of using your [Diversion] shatter to interrupt a simple melee attack, you dodge the melee attack and use Diversion to interrupt a dangerous spellcaster (such as a Smokelord’s Eruption). Or you switch targets quickly, drop a Feedback field on a cluster of archers, and then resume your melee-tanking. You don’t even need to switch targets in order to drop a [Temporal Curtain], so if you notice that a teammate is injured and being chased then you can grant them Swiftness and/or Cripple their pursuers.

A tunnel-vision tanking Mesmer will have better personal survival, but a group-aware player in the same role will be more successful – because there’s less pressure on teammates and they can provide assistance in turn (or, perhaps they’ll simply deliver more damage). You’re correct in that the game tends to “promote” the first sort of behaviour (because players learn bad/lazy habits during their PvE leveling career) but it really does reward teamwork.

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Posted by: CaptainVanguard.4925

CaptainVanguard.4925

To the OP’s point: No.

We do not need a holy trinity, we simply need to make every class more universally valueable, like rangers for example, who have needed love for a while now.

PVE isnt necessarily about whos a tank or a dps or a healer, and adding that would literally DESTROY this game, it already has enough wrong with it pve wise.

This game needs more clear-cut abilities that allow every class to be useful for those roles, for example, pets should be more enduring for rangers to allow pet tanking, did I mention rangers need a buff?

I might be a little biased here but. . .

Iregardless, the point is, everyone needs an ability that can help make them useful in some role that isnt just “spam 1 to win”.

Its not a matter of saying warriors need to be the best tank or mesmers the best healer, its a matter of saying everyone needs an ability or utility that can help influence the turn of the combat when it goes stale.

Ideas for this:

Mesmers gain damage soaking abilities, engineers too, and I mean the AOE kind.
Rangers gain pet tanking, and better CC abilities.
Warriors gain healing abilties through banners.
Guardians… …yeah lets leave them alone they already have enough.
Thieves… …already have enough too.
Necros… god, do you guys honestly need a buff?
Elementalists- lets not even go there.

Really, its just a matter of a quick “hey now I can do this” fix, and then its a matter of compitence, not a matter of significance.

We should not prioratise the need for having a “Holy trinity” on the account it forces, not encourages dungeoneering, and it thus destroys accessability in favour of class-utility.

Unfortunatley GW2 already suffers that for some classes being less useful than others, but that doesnt matter, since thats a simple matter of making them AS useful as others.

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Posted by: Kal Spiro.9745

Kal Spiro.9745

I strictly bought this game because the lack of a totally solid trinity would prevent forcing me in to a designated role with no flexibility.

You would take that away.

There’s a reason I don’t play any other MMO.

So you like being a jack of all trades, master of none, marginalized purpose..someone that is just a number in a sea of numbers? Flexibility would be allowing a Guardian or Necromancer fully spec into a healing role. Try that here, kitten your team’s efficiency. Flexibility is in the eye of the beholder.

Yes, this is exactly the reason the players who don’t enjoy trinity will love GW2 like me.
I for myself really hate the needs of tank and healer in a party, i prefer every member is needed equally.

And i agree GW2 got a lot room to improve but definitely not the suggestion of making trinity return or suddenly add a healer class. This combat system is new and Anet should develop more deeper and interesting encounter around it, not making a totally overhaul to such a fantastic system.

But i guarantee you your ranger is not as valuable to the party as a guardian. Your ele doesn’t have time warp, your engineer can’t put out damage or take damage like a warrior.

We already have a soft trinity formed. Guardian, Mesmer, Warrior…the game is extremely unbalanced. With a healer class, encounters would improve, team engagement would improve, so many reasons why this game could use a class system overhaul.

Guardian has such good support, mesmer has great utility, warrior has great damage…that’s like the trinity anyways. Why not add a healer class so that all team specs can be viable? I can run 4 rangers and a healer…balance the classes around the healer..so much potential.

You must think fights like Jormag and braindead mechanics like down state are the way of the future. I question the mentality of everyone who doesnt at least think of what the game would be like if it was designed with more defined roles.

I guarantee you my Ranger is the most valuable member of my group. He doesn’t bring a lot of damage, his pets tend to get murdered by bosses a lot further diminshing his damage. He provides zero support through buffs or debuffs. He is 100% designed around selfsufficiency, using only signets and wearing all cleric gear. The reason he’s the most valuable member is because when everyone else who has spent their time worrying about pure damage and nothing else dies because they did something stupid and couldn’t take the hit, he survives and I am there to get them back on their feet and continue fighting. When the party wipes he is still standing and ready to pick up the pieces. He’s not a tank, he’s not a healer and he’s not really even a damage dealer, but he’s a surviver when the team needs someone to survive.

Four rangers don’t need a healer, they need another ranger to be perfect.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

(edited by Kal Spiro.9745)

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Posted by: Meryt.9823

Meryt.9823

Trinity would certainly liven things up

Attachments:

He who fights with monsters should look to it that he himself does not become a monster.

(edited by Meryt.9823)

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Posted by: Reverielle.3972

Reverielle.3972

The trinity doesn’t need to be fixed/altered. I think combos can somewhat fill that niche in a certain way.

Combos need to be significantly de-bugged and improved so they provide consistent, social and reliable effects that clearly reward working together in a group (oh the bugs currently with them!). They are a wonderful idea in game, but they feel like they’re still in a beta phase at the moment.

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Posted by: NinjaEd.3946

NinjaEd.3946

I think there is a different “trinity” here, but it plays out much better than the old trinity. HATED looking for a healer for groupss in old MMOs (FFXI, LOTRO, etc) Not many people like the role or if they missed 1 heal because some fool decided to link everything or not play his role they would yell at the healer for not saving them. It just ends with a sad face.

Here, you hold your own weight. But there is still dps, there is still control if you work around the stacks of defiant, and there is still support from group wide boons or aoe heals + combo finishers and fields.

Your right, open world pve is plain sit and attack. That doesn’t mean we need some dull new party system it means the bosses need harder mechanics and side objectives (enviromental weapons) to speed up the process. Too many bosses have seige weapons but sitting still and smashing 1 goes much faster. Lower player damage against them (if there are seige weapons availible) and increase seige damage. Make it worth the effort to protect those things.

Also the dragons need to have some way to fail so players focus on preventing that like Tequtil bone walls can spread further out pushing more risen inward and failing to take the walls down will fail or something. Or the Claw of Jormag gets stronger every time it screeches during the fight and failing to kill it quickly will make it too strong to die.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: Jemmi.6058

Jemmi.6058

I was thinking back more to Guild Wars 1, the trinity in general and Guild Wars 2.

I agree that GW2 does not require a healer and tank as it is. If they were added, the game would need to be entirely restructured.

That said, I would like to see more support added to the game in the way that GW1 had it. A big one is increasing interrupt skills. You could bring an interrupt ranger who’s entire role would be to interrupt throughout the run. The interrupts in this game, in comparison, are a joke. The cooldowns are too long and the interupts are too spaced out. This means that you do not bring an interrupt specialist, but anyone can throw an interrupt whenever they see fit (and their cooldown is out). For me, the trinity is to give a sense of identity (Interrupt Ranger LFG!), and allows for a lot of strategy in group formation and runs.

Keep in mind the interrupt ranger is just an example, and there were many other GW1 roles that do not fit in the trinity, but allowed for great group customization and formation.

Also, on another note, the Interrupt ranger was actually a henchmen in GW1 called “Interrupt Henchmen” – that showed how specialized and important they were.

Instead of a Trinity, I’d rather see more roles like this added (not just 3, and not “DPS, Control and Support”)

Ideas for roles:
- Raw Damage
- Interrupt
- Crippler/Freezer
- Feedback (Mesmer feedback skill, but also Empathy and Backfire from GW1 "Hex Spell. (10 seconds.) Target foe takes 35…119…140 damage whenever it casts a sp)
- Conditions – less about damage, more about control/support (slowing attack speed for example, but also bleed/poison)
- Boons – Specializing in providing boons to your party (we kind of have this, but again I find the cooldowns are so far apart that you cannot “specialize” in it).

In a nutshell (TLDR): I’d like to see support cooldowns lowered so that you can specialize in them and not be 90% focused on damage

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Posted by: Pandemoniac.4739

Pandemoniac.4739

I was thinking back more to Guild Wars 1, the trinity in general and Guild Wars 2.

I agree that GW2 does not require a healer and tank as it is. If they were added, the game would need to be entirely restructured.

That said, I would like to see more support added to the game in the way that GW1 had it. A big one is increasing interrupt skills. You could bring an interrupt ranger who’s entire role would be to interrupt throughout the run.

And what happens when the player that is 90% focused on doing one thing has to pick up the slack for someone else on the team when they’re downed? Or when the interrupt ranger you brought along has an unlucky moment and gets knocked off the edge of something or downed and can’t do the only job they’re there to do? Team wipe and try again and hope that no-one else has an unlucky moment and gets taken out of the fight? If a team member gets downed, it potentially takes two folks out of the fight – is it really a good idea for folks to not be able to switch modes for a minute and take up the slack?

It is so much better and more fluid to have any team member be able to pitch in with all three roles – damage, support, control. We don’t need shorter cool downs, we need more aware/adaptable players. If someone has dropped their team heal, notice it and don’t plop yours down until it’s needed. If you’ve managed to strip all of the stacks of defiant from the boss, co-ordinate who’s going to interrupt the next big attack.

This game doesn’t need a trinity, or massive changes to the skills, it needs team voice chat, or chat macros so that pugs can co-ordinate more easily.

Don’t ever think you know what’s right for the other person.
He might start thinking he knows what’s right for you.
—Paul Williams

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Posted by: danbuter.2314

danbuter.2314

This game has trinities: in PvE it is warrior/Mesmer/elementalist. In PvP, it is Thief, Guardian, and Mesmer.

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Posted by: clay.7849

clay.7849

This game doesn’t need a trinity, or massive changes to the skills, it needs team voice chat, or chat macros so that pugs can co-ordinate more easily.

While I miss the GW1 combat system greatly. I agree with this a lot.

The only other thing it is missing is to make the encounters more exciting/difficult. Make team play mean something. I have gone through dungeons with guild members in teamspeak and still there is very little communication especially compared to GW1. Maybe it’s because I’m used to PvP, but I really yearn for the communication and team play that I seem to remember in GW1.

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Posted by: Jemmi.6058

Jemmi.6058

And what happens when the player that is 90% focused on doing one thing has to pick up the slack for someone else on the team when they’re downed? Or when the interrupt ranger you brought along has an unlucky moment and gets knocked off the edge of something or downed and can’t do the only job they’re there to do? Team wipe and try again and hope that no-one else has an unlucky moment and gets taken out of the fight?

Yes. Are you suggesting that failure should not be an option? Why not give everyone invulnerability?

EDIT: I did not say that the person focused on their role should be 90%. I said that focusing on a role should not be 10% max as it is now. I am not asking for a total reworking of skills, but perhaps traits. Cooldown shorteners on traits are currently not enough to specialize. If the interrupter went down, the others on the team could still use their interrupt skills – just not as effectively.

(edited by Jemmi.6058)

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Posted by: Jemmi.6058

Jemmi.6058

This game doesn’t need a trinity, or massive changes to the skills, it needs team voice chat, or chat macros so that pugs can co-ordinate more easily.

While I miss the GW1 combat system greatly. I agree with this a lot.

The only other thing it is missing is to make the encounters more exciting/difficult. Make team play mean something. I have gone through dungeons with guild members in teamspeak and still there is very little communication especially compared to GW1. Maybe it’s because I’m used to PvP, but I really yearn for the communication and team play that I seem to remember in GW1.

I agree that in game voice chat would help with communication, but vent and teamspeak work OK. As you said, there is still very little that is said on these runs. Most of the vent speak for me is often casual talk – like what new gaming PC someone bought, or what’s on TV etc. Very little coordination is required. That is because we all know our one singular role. DPS.

This Game's PvE needs a Trinity.

in Suggestions

Posted by: clay.7849

clay.7849

This game doesn’t need a trinity, or massive changes to the skills, it needs team voice chat, or chat macros so that pugs can co-ordinate more easily.

While I miss the GW1 combat system greatly. I agree with this a lot.

The only other thing it is missing is to make the encounters more exciting/difficult. Make team play mean something. I have gone through dungeons with guild members in teamspeak and still there is very little communication especially compared to GW1. Maybe it’s because I’m used to PvP, but I really yearn for the communication and team play that I seem to remember in GW1.

I agree that in game voice chat would help with communication, but vent and teamspeak work OK. As you said, there is still very little that is said on these runs. Most of the vent speak for me is often casual talk – like what new gaming PC someone bought, or what’s on TV etc. Very little coordination is required. That is because we all know our one singular role. DPS.

Sadly, yes. I do think that they can make combat more meaningful than it is now with a few changes. It will never be like GW1 was and I think I have learned to stop hoping for that for now.

This Game's PvE needs a Trinity.

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Posted by: Rash.6514

Rash.6514

These guys have given so many reasons why not trinity that I will not post about it anymore.

While I agree that ANet could increase the complexity of some boss fights in the future, that does not require trinity.

Wait, here is it. Enjoy.

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This Game's PvE needs a Trinity.

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Posted by: Pandemoniac.4739

Pandemoniac.4739

I agree that in game voice chat would help with communication, but vent and teamspeak work OK.

Yes they work fine when you’re running with friends, but I’m not handing out my server password to random folks I pick up for a pug. I had a lot of issues with DDO, but one thing that was really nice was the built in team chat. No firing up a separate client (or trying to figure out if everyone had the right client), no exchanging server info, no figuring out which room to go to, and no trying to match up server logins with character names.

You don’t have to say much, but when you do need to say something, you don’t really have time to type it. Mostly we just chit-chat, but it’s really nice to be able to say “I’m down”, “Dropping an ice bow”, “My interrupt is ready”, “Assassin targeted”, etc.

I know voice chat is unlikely to be added after the fact – it seems like something you’d want to design for right up front, but being able to macro a line of text that you could /say with a hot-key would be good enough. When folks don’t have defined roles, you have to be able to co-ordinate your actions, and you can’t do that easily right now when you’re playing with a pick-up group.

Don’t ever think you know what’s right for the other person.
He might start thinking he knows what’s right for you.
—Paul Williams