TL;DR: just read the example boss fight to get what I mean by having a roles and strategy without using a trinity.
I have played a few MMO’s in my day, and what I think people like about the Trinity is that it allows everyone to fulfill specific roles in the battle and create strategy. Specific roles allows people to feel needed. A draw back of the Trinity was initially that when you specialized in a specific field, your gameplay was kind of set in stone unless you leveled another character to fulfill a different role. Most people, not all, dislike leveling again for a number of reasons which I don’t feel like I need to get into. MMO’s in response to this started allowing players to reset their skills and attributes to allow for a more diverse gameplay experience. Now you could fulfill as many different roles that were possible for your profession or class.
However, there is another aspect of the Trinity that bothers people. Even though it is easier to switch between tank, healer and DPS, there are still only those three. Sure, you can say that many encounters will require few different variations like maybe having the tank use interrupts or have the DPS use fire instead of lightning. At the end of the day, the core of the gameplay involves having enemies fill in around the tank, the healer keeping the tank up and having the DPS’ers down the target as fast as possible.
GW2 tried to rid us of the same old tank & spank tactics that we have come to know and be jaded by. They removed the trinity by removing healers and giving everyone healing skills. They also made a less than reliable aggro system, possibly on purpose. However, what this has turned into is a bunch of DPS’ers who need to be good at dodging and a support class like a Mesmer or a Guardian for skipping or making things faster in general. We have lost that sense of roles in this game though… and that has also made us lose our sense of strategy. While we don’t have the problem of needing to find a Tank, Healer and DPS, we still are finding that we are bringing the exact same team to every fight. The exact same tactic, again. This becomes very boring after awhile.
IDEA:
What I propose in order to bring back the sense of strategy and roles without adopting the trinity is this. There are many ways in which we could have boss encounters go down. Instead of a tank, we could use people to snare. We could also have bosses who cannot be snared, so they must be interrupted. Maybe we could have bosses who take damage through conditions until a certain point in their health at which point everyone will need to do physical damage. We could have bosses who chase a certain player who takes his weapon, and if he catches up, he does giga-damage to everyone. Let me give you an example of a boss fight which would use non typical mechanics.
Example Boss Fight:
A Boss charges in and is exponentially faster than everyone in the room. His attacks are one hit kills and dodging them will only work for so long unless you adopt a strategy such as this. There needs to be one or two people using traps, skills or spells which can snare the Boss. There are MANY professions who can achieve this such as Rangers, Thieves, Engineers, Elementalists, etc. There will also need to be another one or two people who are buffing the party with swiftness to help everyone to stay away. Since the boss is so fast, there will be no time to rez people. So, it will be imperative to adopt this strategy to stay alive. While everyone is trying to keep away, they must also be attacking either of his legs to get him to finally kneel down in pain. At that point, everyone runs up and does damage before he gets back up. When he gets back up, repeat the process on the other leg until he kneels again and you kill him.
This is just one idea for how to not use the same old Trinity tactics to save the day. Also, this allows for more professions to fulfill key roles at any given time. Rather than NEEDING an Assassin to run Perma or a needing a Monk to heal the Tank, many people can help the team significantly without ditching a feel of specialization.
Edit: misspelled a word.
(edited by Goose.5196)