Trinity
lack of trinity is what I like the best of this game.
Tanking stats – tanking gear – tanking traits: check
Healing stats – healing gear – healing traits: check
Damage stats – damage gear – damage traits: check
Just build a character the way you like. It is all in the game. You can have all the trinity you want…
The Leveling & Open World Compendium
ugh, enough with the “holy trinity of mmo” …seriously guys. my company’s name has “trinity” in it and i’m seriously considering changing it now.
as Kaiyanwan said, all the tools are there if you want to play trinity, use them
Perhaps the only RP-oriented guild on the server
Main Character: Farathnor (sylvari ranger) 1 of 22
Tanking stats – tanking gear – tanking traits: check
Healing stats – healing gear – healing traits: check
Produces results like farts in a hurricane…
Damage stats – damage gear – damage traits: check
Just build a character the way you like. It is all in the game. You can have all the trinity you want…
Like Ford said, you can get your model T in any color as long as it’s black.
Tanking stats – tanking gear – tanking traits: check
Healing stats – healing gear – healing traits: checkProduces results like farts in a hurricane…
Damage stats – damage gear – damage traits: check
Just build a character the way you like. It is all in the game. You can have all the trinity you want…
Like Ford said, you can get your model T in any color as long as it’s black.
My shout warrior in cleric gear would like a word with you.
I just wanted a AAA MMO with no sub made by ArenaNet. And it’s awesome.”
Playing this game has really opened my eyes to how much I actually like the Trinity. I’ve went back to another game (Not THAT game) just as my main MMORPG now with this as a side game because of it. Anyone else feel the same way?
The trinity works very well for representing the real effects of combat, but more importantly offering varied playstyles and allowing for more defined roles that are essential for good team-based gameplay. That is missing entirely here on GW2.
My shout warrior in cleric gear would like a word with you.
Can he single-handedly keep your dungeon group alive?
Thought so.
Playing this game has really opened my eyes to how much I actually like the Trinity. I’ve went back to another game (Not THAT game) just as my main MMORPG now with this as a side game because of it. Anyone else feel the same way?
The trinity works very well for representing the real effects of combat, but more importantly offering varied playstyles and allowing for more defined roles that are essential for good team-based gameplay. That is missing entirely here on GW2.
Yeah… because every army has that one guy that all the enemies shoot at while the medics keep him healed and the infantry try not to stand in the fire…
Playing this game has really opened my eyes to how much I actually like the Trinity. I’ve went back to another game (Not THAT game) just as my main MMORPG now with this as a side game because of it. Anyone else feel the same way?
The trinity works very well for representing the real effects of combat, but more importantly offering varied playstyles and allowing for more defined roles that are essential for good team-based gameplay. That is missing entirely here on GW2.
Yeah… because every army has that one guy that all the enemies shoot at while the medics keep him healed and the infantry try not to stand in the fire…
Maybe you’ve never heard of tanks in the military, or their role… or the ground support troops that go with them, not to mention the MASH unit…. hmmm.
Tanking stats – tanking gear – tanking traits: check
Healing stats – healing gear – healing traits: checkProduces results like farts in a hurricane…
Damage stats – damage gear – damage traits: check
Just build a character the way you like. It is all in the game. You can have all the trinity you want…
Like Ford said, you can get your model T in any color as long as it’s black.
Dont give me that i play a shout heal warrior and I am extremly effective at keeping my teams on there feet. (Or getting them back up faster with a trate i have)
This game has role’s to play and other things to focus on than damage to do well. The only diff in this game even the best healer has to do his share of dammage to the target(s) as well
Tanking stats – tanking gear – tanking traits: check
Healing stats – healing gear – healing traits: checkProduces results like farts in a hurricane…
Damage stats – damage gear – damage traits: check
Just build a character the way you like. It is all in the game. You can have all the trinity you want…
Like Ford said, you can get your model T in any color as long as it’s black.
My shout warrior in cleric gear would like a word with you.
Mesmer here, I think mantra healing is fairly efficient.
Kitten, I can even facetank most mobs in power/toughness/vitality gear specced 0/10/30/20/10. And I thought that was awesome for a caster.
No clue what people want more…
The Leveling & Open World Compendium
Oh god, stop it already with all these trinity threads.
My shout warrior in cleric gear would like a word with you.
Can he single-handedly keep your dungeon group alive?
Thought so.
You do relize that manny of us actualy enjoy the fact that we are more accountable for our own survivability and we are not completely dependent on some magic healer to stay on our feet.
You do relize that manny of us actualy enjoy the fact that we are more accountable for our own survivability and we are not completely dependent on some magic healer to stay on our feet.
You’re looking at it the wrong way. It’s not about shirking responsibility to another player… but rather the variety of gameplay that option provides.
The problem with “everyone is accountable” is that “everyone does the same thing” which brings us back to the original problem – no variety in combat and no organized and strategized team play whatsoever.
Look if you like the tinity go play games with it and stop writing on the forums please
Can he single-handedly keep your dungeon group alive?
Thought so.
One, most healers in most games cannot single-handedly keep a dungeon group alive, because any game in which healers are not OP requires folks to move out of the bad.
Two, any game where healers are OP results in nerdraging about how healers are OP.
Three: If you want a healer to do that in GW2, then no wonder you’re struggling in this game. That attitude just promotes sloppy gameplay and blame-everyone-but-oneself attitudes.
Tarnished Coast
You do relize that manny of us actualy enjoy the fact that we are more accountable for our own survivability and we are not completely dependent on some magic healer to stay on our feet.
You’re looking at it the wrong way. It’s not about shirking responsibility to another player… but rather the variety of gameplay that option provides.
The problem with “everyone is accountable” is that “everyone does the same thing” which brings us back to the original problem – no variety in combat and no organized and strategized team play whatsoever.
Thats bull though a play with a group of friends in a guild most of us stick to the same groups. Our builds are ment to work off one anouther to be more effectiven and we each take up a role in combat
I can only figger the people that make threads like this and the people that saport it can not handle doing more than one thing at a time
The point of this thread is not about bringing back the trinity, its about how the lack of substantial roles is aggravating people and they are going to other games that have this agenda.
The lack of any defined roles is hindering this game, not enhancing it. Pumping up mob HP and damage simply because you can’t make worthwhile engaging encounters, like you typically can with ‘trinity’ style games. Instead, to increase difficulty, the DEVs either pump up the Hps some more, the damage and maybe have the mob do a few AEs that you need to avoid. There is no broader, skill challenging engagements, since the DEVs can barely balance their own classes , let alone mob/boss encounters.
At least with a ‘role’ based game (not just the Holy trinity, but some sort of definable role) you can balance the encounter around certain checks. Just say you need a condition cleanser 9or multiple) or a condition applier, or an AE clearer (just using already existing mechanics) to clear the dungeon effectively. These checks would allow people to ‘spec’ for that role (like a ranger with traps for AE clearing, or an Ele…) so they felt that they could be apart and accomplish a predefined role.
Now, add to this that ANYONE can do anyone elses’ role, doesn’t mean you only have to have 1 type of anything. Just because your ranger is highly speced for the AE clear part doesn’t mean that all 5 members can’t jump on the AE band wagon, but your ranger is going to the biggest contributor, while everyone else is support/assisting the AE’s. Whereas, with condition removal, the necromancer might be highly specced into it, and everyone else is support/assisting.
For some, what I’ve just described it already in play, but it is not. People spam damage, sometimes it overlaps, other times, people both spit of immob at the same time and instead of stack, one overrides the other or is negated entirely. Damage is flung around like popcorn in a bad B-movie.
Also, not having direct control of what the mob is/can do. That is frustrating since the aggro system is guesswork at best. A role based system allows one (multiple persons) to directly control who/what/where the mob is going to be at any given time. It’s frustrating to completely not have aggro in one encounter, and spam damage, to trying to use every peel trick in your arsenal, only to have nothing dissuade the mob from ignoring you. This kind of unpredictability lends to people’s frustrations with this system.
Tanking stats – tanking gear – tanking traits: check
Healing stats – healing gear – healing traits: checkProduces results like farts in a hurricane…
Damage stats – damage gear – damage traits: check
Just build a character the way you like. It is all in the game. You can have all the trinity you want…
Like Ford said, you can get your model T in any color as long as it’s black.
My shout warrior in cleric gear would like a word with you.
Mesmer here, I think mantra healing is fairly efficient.
Kitten, I can even facetank most mobs in power/toughness/vitality gear specced 0/10/30/20/10. And I thought that was awesome for a caster.No clue what people want more…
I must me using a outdated understanding of facetank as i can’t see how that happens.
In either case, shout warriors and mantra mesmers both heal as a side-effect of other activities. Meaning that the primary focus is still damage, it just is damage with extras rather than pure damage.
Same thing seems to be with guardians and engineers, using traits to add healing to DPS activities (guardian altruistic healing and engineer elixir coated bombs).
(edited by digiowl.9620)
The problem with “everyone is accountable” is that “everyone does the same thing” which brings us back to the original problem – no variety in combat and no organized and strategized team play whatsoever.
”Everyone Accountable” doesn’t mean ”Everyone does the same” at all. You’re also looking at it the wrong way.
While my Warrior doesn’t put out much DPS, as he is specced heavily for Control, everyone is still accountable for avoiding the times I can’t CC. Just like if our Thief puts Shadow Refuge down, it’s up to us to use it.
Just because roles aren’t defined, it doesn’t mean they’re not there.
It’s up to encounter mechanics to bring more of the teamwork aspect out. The Trinity isn’t needed for that.
OP:
Not really. Me and my mates just assign our own roles, typically:
- Movement Control
- Damage Control
- Damage – Direct and DoT
- Support
Time is a river.
The door is ajar.
The trinity still remains to a degree. I build durable so I can take a few hits in succession and so most bosses focus on me. The damage output of my group is usually better without having to run around.
An elementalist friend of mine focuses on applying boons, and regeneration to the group. With the trait passive adrenal health regen, Water aura, and regeneration I can typically stay toe to toe in anything but high level fractals.
If that’s not enough, the health regen signet doesn’t hurt either.
It’s just implemented in a different way, which unfortunately means they’ll have to get clever with dungeon design. Fractals are a step in the right direction so far, so I’m hoping they improve on that. Punching a wall of meat for 10 minutes with 0 threat to your well being isn’t exactly fun. That said, hundreds of gib mechanics aren’t fun either. Counterable skill sets are.
Prime example is that first boss in Ascalon Catacombs. He’s a simple boss, who’s skill set can be countered by stability, projectile reflection, or just dodging.
Maguuma – [TriM][DERP]
Facetank, as in fight one or two mobs without running around, I assume. I don’t need to kite much as a mesmer anymore in open-world PvE, even in Orr, if it’s not more than two mobs. Just switch to sword/something up close and chopchop.
Mantra Mesmers are as much healers IMO as prot/smite monks in GW1 and atonement priests in WoW. If you’re spamming a mantra over and over to heal, while neutralising enemies attacks from hitting the target, and ripping off conditions, that’s about right.
I’d like to do this in dungeons but it’s pointless for farming, can ANet please allow us to save traits and builds so we can swap, please?
Tarnished Coast
Also, not having direct control of what the mob is/can do. That is frustrating since the aggro system is guesswork at best. A role based system allows one (multiple persons) to directly control who/what/where the mob is going to be at any given time. It’s frustrating to completely not have aggro in one encounter, and spam damage, to trying to use every peel trick in your arsenal, only to have nothing dissuade the mob from ignoring you. This kind of unpredictability lends to people’s frustrations with this system.
I had a wakeup call regarding GW2 “control” the other day. It is not about control in the traditional sense (stun/daze/immobilize for multiples of 10 seconds) but instead about timed interrupts to deny mobs the ability to complete their attack actions.
In essence, GW2 is Tekken in drag. It is about getting that jab in there to break the multi-hit combo that would otherwise decimate you.
Problem is that the only way to really figure this out is to either experiment or dive into the wiki. There are no clear indicators on the tooltips about what skills will be able to interrupt a mob, outside of speculating that anything that looks like a classic CC will produce a interrupt in some sense.
Never mind that poor timing is expensive, as most of the interrupts come on short duration, long cooldown. And the cooldown is entered even if the interrupt miss for some reason.
End result is a game that looks like a duck, quacks like a duck, but is actually a very different animal.
You do relize that manny of us actualy enjoy the fact that we are more accountable for our own survivability and we are not completely dependent on some magic healer to stay on our feet.
You’re looking at it the wrong way. It’s not about shirking responsibility to another player… but rather the variety of gameplay that option provides.
The problem with “everyone is accountable” is that “everyone does the same thing” which brings us back to the original problem – no variety in combat and no organized and strategized team play whatsoever.
Thats bull though a play with a group of friends in a guild most of us stick to the same groups. Our builds are ment to work off one anouther to be more effectiven and we each take up a role in combat
I’m not agreeing or disagreeing with either side at this point, but I must quote you because I have a lack of friends playing this game, and a few guilds that I can’t play with due to time restraints so when I do have to put together a group (which is a hypothetical situation since I’m not even level for a dungeon) I would imagine that there would be no coordination and everyone will just dps the living hell out of everything… am I wrong?
Nah, I mean facetank like in that big bad thing is hitting me in the face and I just stand there taking the hits. Last patch this was nerfed a bit to be honest, but it is still doable.
I just think, most people are overwhelmed by all the possibilities and have a hard time to realize what is possible to achieve.
The Leveling & Open World Compendium
Facetank, as in fight one or two mobs without running around, I assume. I don’t need to kite much as a mesmer anymore in open-world PvE, even in Orr, if it’s not more than two mobs. Just switch to sword/something up close and chopchop.
Mantra Mesmers are as much healers IMO as prot/smite monks in GW1 and atonement priests in WoW. If you’re spamming a mantra over and over to heal, while neutralising enemies attacks from hitting the target, and ripping off conditions, that’s about right.
I’d like to do this in dungeons but it’s pointless for farming, can ANet please allow us to save traits and builds so we can swap, please?
Sounds like the impression i have gotten is correct. The professions may well change massively once you reach 60 and can unlock grandmaster traits.
Sadly the experience getting there can be less than painless if you happen to buy the wrong skills and such…
Playing this game has really opened my eyes to how much I actually like the Trinity. I’ve went back to another game (Not THAT game) just as my main MMORPG now with this as a side game because of it. Anyone else feel the same way?
The trinity works very well for representing the real effects of combat, but more importantly offering varied playstyles and allowing for more defined roles that are essential for good team-based gameplay. That is missing entirely here on GW2.
Yeah… because every army has that one guy that all the enemies shoot at while the medics keep him healed and the infantry try not to stand in the fire…
Maybe you’ve never heard of tanks in the military, or their role… or the ground support troops that go with them, not to mention the MASH unit…. hmmm.
You mean the heavily armored and mobile high dps units, those tanks? Funny… don’t recall seeing medics healing the tanks in combat. Be kind of hard for them to keep up with an Abrams travelling at 50 mph while firing…
Nah, I mean facetank like in that big bad thing is hitting me in the face and I just stand there taking the hits. Last patch this was nerfed a bit to be honest, but it is still doable.
I just think, most people are overwhelmed by all the possibilities and have a hard time to realize what is possible to achieve.
Or by the time they get to 80 they no longer think it possible because the leveling experience turned into a kite after a kite after a kite unless they found a way to burst the mobs down en mass.
I’m glad you made this thread, we haven’t had any sort of thread on this topic in almost a whole day.
Seriously though, there are threads discussing this, you should just join in those.
Just looked at guardian, mesmer, warrior and engineer, and all but the mesmer’s mantra healing trait shows up at grandmaster level.
This means people play thru most of the game without having the option to try builds that rely on said traits, and so has likely already settled on a play style that emphasize DPS over any kind of tank/heal. This because that would be how they managed to get thru most of the game so far.
I’m glad that there’s so much love going on here in these forums.... reminds me of another trinity MMO that’s quite famous...
yeah world PVE is way differant than Dungeon PVE, sadly the best way to role in World PVE is just Damage Damage and more Damage
Removing the Trinity wasn’t a bad move on Anets part.
Not replacing it with anything however was.
It’s like saying “We want to be different so bad, that we are going to remove the ability for players to hit mobs. So now you can all just stand around and look intensely at them and hope for the best”
snap!! I’m going to make an MMO based on Men Who Stare at Goats now.
Random aggro and subpar healing just makes for a big cluster-F during fights. Which also means no fight is ever going to be truly challenging. They will just add another million HPs so the fight takes another 10 minutes of boring gameplay.
waves thanks for playing, enjoy the other game and have a nice life…also Thanks for spending money on the game and contributing to our enjoyment. We like the game as is, and if you are unhappy with it, then no one is stopping you from leaving. Anet is not going to pull a Bioware and go “whoops we gone done screwed up the ending lets rewrite everything”…just because a few people dislike their design. It was advertised as a mmo without the trinity so its not like people can come in saying " I was told I was buying X but received Y"…so please just stop with these useless trinity threads
Removing the Trinity wasn’t a bad move on Anets part.
Not replacing it with anything however was.
It’s like saying “We want to be different so bad, that we are going to remove the ability for players to hit mobs. So now you can all just stand around and look intensely at them and hope for the best”
snap!! I’m going to make an MMO based on Men Who Stare at Goats now.Random aggro and subpar healing just makes for a big cluster-F during fights. Which also means no fight is ever going to be truly challenging. They will just add another million HPs so the fight takes another 10 minutes of boring gameplay.
This X 1000
Playing this game has really opened my eyes to how much I actually like the Trinity. I’ve went back to another game (Not THAT game) just as my main MMORPG now with this as a side game because of it. Anyone else feel the same way?
The trinity works very well for representing the real effects of combat, but more importantly offering varied playstyles and allowing for more defined roles that are essential for good team-based gameplay. That is missing entirely here on GW2.
Yeah… because every army has that one guy that all the enemies shoot at while the medics keep him healed and the infantry try not to stand in the fire…
Maybe you’ve never heard of tanks in the military, or their role… or the ground support troops that go with them, not to mention the MASH unit…. hmmm.
You mean the heavily armored and mobile high dps units, those tanks? Funny… don’t recall seeing medics healing the tanks in combat. Be kind of hard for them to keep up with an Abrams travelling at 50 mph while firing…
Seeing as how you started the bad analogy, it’s sort of silly for you to try and pick his apart in turn.
His original statement that the trinity represents real battle moreso than this system is dead on. While you don’t really have tanks/healers/cc/dps the exact same ways in the real world as we do in fantasy, you DO have similar concepts.
CC would be things like artillery barrages, suppressive fire with machine guns, digging trenches or putting up fences, roadblocks/tank traps, mines, etc.
Healing would be the medics, which the general laws of war have always respected as being invalid targets for attack.
Dps would be your standard grunts that fire rifles, machine guns, missles, etc.
Tanks would be…well…tanks. As his statement implied. They are heavy and armored and meant to serve as an imposing and distracting brute force machine. They aren’t really made to do the killing of normal DPS so much as they are there to intimidate them.
Or…did you just think that the term ‘tank’ in MMOs came out of thin air?
I haven’t done any dungeons but from what I hear every boss is kite and kill and dodge attacks, sounds very boring
yup I miss it and expect that there will be a shift to that extent shortly. I see it when they release the raid stuff that there will be a trinity type mechanic included cause no point having 20 people pound on a boss that is a zerg and we know how well that has worked.
yup I miss it and expect that there will be a shift to that extent shortly. I see it when they release the raid stuff that there will be a trinity type mechanic included cause no point having 20 people pound on a boss that is a zerg and we know how well that has worked.
Yep. DE bosses (or for that matter the Halloween maze champs) driven into a corner while some 20+ people drop every damage ability they have available on his general location. I suspect that even if the bosses were given some kind of AOE launch to clear the melee it would simply get interrupted by virtue of the skill spam alone with no real planning.
Meh… It’s all irrelevant until there is content that is built in such a way that you can’t advance without coordinated effort. If they put trinity in today, nothing would change because there’s no use for it. There are two advantages that trinity games like Lotro, have:
1. Encounters are designed to require particular skill sets and you will fail without them. (Sometimes Tank, sometimes CC, sometimes condition removal, etc…)
2. Encounters are designed such that when you have 1 or 2 players down, the whole party will wipe.
GW2 has a different approach to dungeons. Encounters are designed for accessibility, so :
1. Any group of 5 players should be able to handle any encounter.
and
2. There is little penalty for a single player going down. Even if 4/5 players go down, the last one can often stay up long enough for a respawn and run back.
I do believe, but have yet to prove, that a dungeon will go easier with a more diverse group that knows their roles than with a less diverse group that knows their roles. However, since the dungeon design doesn’t push that, very few people bother to find out, and no one really publishes team builds.
Uru Kalach (80-War)/Kalthin Leafletter (80-Rgr)/Kalfun Gai (72-Guardian)
Leader – An Unexpected Kinship (AUK)
Playing this game has really opened my eyes to how much I actually like the Trinity. I’ve went back to another game (Not THAT game) just as my main MMORPG now with this as a side game because of it. Anyone else feel the same way?
The trinity works very well for representing the real effects of combat, but more importantly offering varied playstyles and allowing for more defined roles that are essential for good team-based gameplay. That is missing entirely here on GW2.
Yeah… because every army has that one guy that all the enemies shoot at while the medics keep him healed and the infantry try not to stand in the fire…
Maybe you’ve never heard of tanks in the military, or their role… or the ground support troops that go with them, not to mention the MASH unit…. hmmm.
You mean the heavily armored and mobile high dps units, those tanks? Funny… don’t recall seeing medics healing the tanks in combat. Be kind of hard for them to keep up with an Abrams travelling at 50 mph while firing…
Seeing as how you started the bad analogy, it’s sort of silly for you to try and pick his apart in turn.
His original statement that the trinity represents real battle moreso than this system is dead on. While you don’t really have tanks/healers/cc/dps the exact same ways in the real world as we do in fantasy, you DO have similar concepts.
CC would be things like artillery barrages, suppressive fire with machine guns, digging trenches or putting up fences, roadblocks/tank traps, mines, etc.
Healing would be the medics, which the general laws of war have always respected as being invalid targets for attack.
Dps would be your standard grunts that fire rifles, machine guns, missles, etc.
Tanks would be…well…tanks. As his statement implied. They are heavy and armored and meant to serve as an imposing and distracting brute force machine. They aren’t really made to do the killing of normal DPS so much as they are there to intimidate them.
Or…did you just think that the term ‘tank’ in MMOs came out of thin air?
you theories are very wrong. No one targets something they will have difficulty killing in a fight, people do in fact target anything that is relatively weak and can somehow make other things tougher to destroy.
The whole medic to healer idea is also bull, combat medic doesnt magically make soldiers able to take more damage and fight longer in one engagement, they treat wounded people generally after a specific battle, and essentially reduce deaths due to complications and allow them to survive long enough to be treated later.
Tanks dont attract attention, or keep people from attacking other targets except through position, or through suppressive fire, or damage.
the truth is there is no trinity in real fights. Its basically Damage and damage avoidance. they try to hit you, you try not to get hit. Control is real, and mostly involves the try not to get hit aspect, supressive fire, jabs when you have reach, counterhits, parries, positioning.
This is actually closer to GW2 playstyle. What it boils down to, is some people dont like battles like that, they prefer the siege like battle style of trinity, they also want the game to enforce this playstyle on everyone.
As a former Monster Hunter and Phantasy Star player, I love what Anet has done to GW2. The messier the combat is, the higher the skill cap, the funner the game gets. Guess most people are too used to Western MMO’s and doing only one thing at a time, results in unable to do easy multitasking like checking your own health bar and heal when needed.
As a former Monster Hunter and Phantasy Star player, I love what Anet has done to GW2. The messier the combat is, the higher the skill cap, the funner the game gets. Guess most people are too used to Western MMO’s and doing only one thing at a time, results in unable to do easy multitasking like checking your own health bar and heal when needed.
This is probably why they have difficulty adapting, which I figured some players simply could not. Getting DPS or hybrids in WoW and AION to manage their own health (get out of bad, blow a defensive cooldown) or assist in heals was always a major pain.
Usually the first folks to blame the healer when they died from avoidable damage, too!
Tarnished Coast
As a former Monster Hunter and Phantasy Star player, I love what Anet has done to GW2. The messier the combat is, the higher the skill cap, the funner the game gets. Guess most people are too used to Western MMO’s and doing only one thing at a time, results in unable to do easy multitasking like checking your own health bar and heal when needed.
Higher the skill cap?
Arguably, the ceiling is set so low, I’m surprised more people don’t complain that their head hurts from bumping into it.
As a former Monster Hunter and Phantasy Star player, I love what Anet has done to GW2. The messier the combat is, the higher the skill cap, the funner the game gets. Guess most people are too used to Western MMO’s and doing only one thing at a time, results in unable to do easy multitasking like checking your own health bar and heal when needed.
Higher the skill cap?
Arguably, the ceiling is set so low, I’m surprised more people don’t complain that their head hurts from bumping into it.
I was talking about the other two games on G level and VH level, but I guess you wouldn’t know.
The trinity is one of the big reasons I don’t play MMOs. Does it make you guys so mad that there’s a game for people like me?
There’s like a million games with the trinity for you. Just play them.
And I don’t care if you “wasted” 60 bucks on GW2. You buy a product as is. That’s how the world works. You’re not entitled to anything just cuz you bought something.
The trinity is one of the big reasons I don’t play MMOs. Does it make you guys so mad that there’s a game for people like me?
I wouldn’t take it too seriously. This is really just the same as the end game discussion over in another thread. In the end, there are a set of players who are looking for something more challenging and requiring coordination than the current PvE/Dungeon runs available. Honestly, many of them would probably be happy if all they got was an achievement.
They express it as a desire for trinity, a desire for raids, or just plain boredom, but it’s a real problem for a portion of the player base, who have, until now, enjoyed the game. In any event, while it’s fun to discuss the theory, I wouldn’t worry about the actual “trinity” part of the request.
Uru Kalach (80-War)/Kalthin Leafletter (80-Rgr)/Kalfun Gai (72-Guardian)
Leader – An Unexpected Kinship (AUK)
I wonder if the word skill being bandied about in these threads mean different things to different people.