Against De-promoting 'Holy Trinity'
I can’t stop laughing, I know this message will probably deleted, but I find all this incredibly fun ahahhaha!
Thank you OP, thank you very much.
I’ll add that I like to tank with my guardian using line of warding spells and sanctuary at chocke points, or pulling groups of monsters with greatsword and then switch to hammer to trap them inside a ring of warding.
Very fun to me, but I know this game was not base around holy trinity so it wont happen.
Why change this game when there are so many MMO’s out there with what you want?
The holy trinity is a stupid idea. Unrealistic and stupid. I’d buy GW2 to as a vote against this sacred cow, even if I didn’t care about the rest of the game.
The tank-healer-DPS pigeonholing makes balance more difficult, leads to poor play by most players — a price GW2 is paying now — and ends up with ridiculous developments like a tank class also being the best DPS class, or a healing class also doing higher DPS than a DPS class. The worst. idea. ever. period.
I would argue that a new tier of gear in its current form was unrealistic last week. You never know.
If you dont know what a Bunker is than you dont understand this game’s meta and need to lern its roles
Realistically i think the current system doesnt work very well and party members are not encouraged to stick as a team when everyone has the same roles, “be self sufficient”
the normal class system worked in GW1 pretty well and i think it can work here too, since uve already added Gear grinding now u can also think about this option, i know many ppl who have quit the game because there was no real monk, there was no real tank and were unsatisfied with ele/ warrior alternative.
There are already good builds out there. People just don’t play them.
I do believe that the Holy Trinity does exist, but not in the invincible, super-direct forms found in other MMORPGs.
I will go through them….
Tanker: All a player has to do to become a good tanker is wear heavy armor and put points on lines granting toughness. Guardians are already amazing tankers with skills like Aegis.
In most MMORPGs tankers are all about just tanking, but it gets boring just tanking damage and doing nothing more. In GW2 one can make a character that is mostly tanking but the enemy is smart enough to not always attack the tanker. In fact the tanker does more than just take damage and throw buffs/debuffs.
DPS:
DPS does exist, but its not a continuous DPS. You dont get 10 skills you spam back to back which are all DPS skills. Each class has a “Big Skill” as opposed to having 5+ Big End-Game skills and hoping you can spam to deal as much damage with the fewest attacks as possible.
DPS takes the form of being able to switch from Line to Wide or from Ranged to Melee. This is an improvement by merging several character classes together and forcing players to take the DPS role by distance.
Healer: Healer does exist too, but its not the entire idea of standing still, throwing Buff/Debuff and spamming healing spells hoping you don’t capture aggro or your MP hits zero.
In fact I feel a healer is more complete in not being an “Invincible Healer” in the sense of endless casts. Support builds have to be very careful and know when to spam things. In fact it takes MMORPGs back to the hard-core days when you did have to remember the maximum number of heals you could do, how wide and how to prevent from using them all in a certain time frame.
When Casual MMOs came out, healers were pushed more into MP and it came a time that at max level unless at a boss, you never will run out of MP and parties were dependent on them.
Today, healing support is just that…SUPPORT. Its not PRIMARY! Players still have to use their personal heals and they still have to be smart enough to play the game well. They can’t stand still anymore in one spot for 10 minutes at a time hoping they will be healed for taking hits.
I do believe the holy trinity is alive and well, but its been reduced to what it should have been reduced to a long time ago.
The trinity exists as RELATIVE ROLES TODAY and not as ABSOLUTE ROLES. Players can build around those ideas linked to a profession play style while is pretty neat.
In short, I feel its more complete and a step forward.
I played through four mmorpgs where towards the end, I would stand as a healer for 20 minutes, while everyone stood still in their spots and executed commands in order. The one keeping them alive was a healer who’s responsibility was to not drop to 0 health and to cast a spell at 50% HP.
It felt like a sophisticated game of Simon where players spam their skills in a certain order as a group and if that order is broken, everyone dies.
I also like that skill orientation exists, making the game more about the builds one makes and how they are employed.
A support character who has played support for 100 – 200 hours is going to be better than a support player who played for 2 hours due to experience, but in most MMOs I played, I would come back and say “Oh wait, its the same healign thing right?” and in less than a day I would go into the routine I played in every other game with some different gimmick I had to first learn.