What made anet turn against their Trinity?
In EQ2 it were more like 4 roles, Tank, Healer, DD and Utility/Buffer like Bards. Bards were not needed in 6 player dungeon groups, but were really essential in raids.
Dark Age of Camelot made bards into a 4th class too. GW2 is very similar to that game. WvW is pretty much a carbon copy of DAoC’s RvR system, more specifically the New Frontiers version. Three borderlands surrounding a central area with capturable keeps and castles. Even the knocking down doors and walls with siege machines to kill a guild claimable NPC boss that controlled ownership of the castle was the same.
Every group needed a bard, they were the only ones who could cast swiftness effectively. Some heal and rdps could cast lesser versions, but you’d be dead in the water against a group with a bard type class because they could move twice as fast as you. I played Skald there for quite a lot of years, the Midgard faction’s bard class.
A.net could not do Hall of Heros, for GW2, since the 6 Gods are forsaking Tyria, so they came up with something else. You can see some of the preworkings of this in the various aspects of PvP in GW1. Like capturing points the Jade Quarry, Protecting Turtles -erp Dolyaks, etc. It is all there, just not in one bow-wrapped package.
(edited by Dusty Moon.4382)
This game is for me, I hated trinity mechanics. Theres something just too contrived about the whole set up to the point I feel like I’m on an assembly line instead of doing something fun.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
Yet more opinions that ANet “abandoned” its version of trinity that are not rooted in fact. Control is possible, it’s just not simple to use like in other games. Support gets used in every organized dungeon run. DPS is obviously present. Yet posters continue to hold to the idea that for a role to be a role the same player has to do the same things (damage, hold aggro or heal) the whole time.