NewMaxx wrote on Sep 13, 2012, 16:53:
Verno wrote on Sep 13, 2012, 11:18:
It's all about skill and self-sufficiency. Holy trinity creates a ludicrous inter-dependency and quite frankly has been done to death, there was room for innovation here and they achieved it.
You are on the right track, but you don't take this thought far enough. The problem with the traditional Trinity is that it inevitably ends up relying on DPS over the other two. I'm not talking any one specific boss or instance, I'm talking on the whole. You end up with things like timers, boss rage mode, etc., that clearly illustrate this fact. Yet people still embrace it as if it were the best and only way to do things, when in reality it should have been abandoned the very second it was no longer a true "trinity."
It was much less noticeable in the MMO's of old, where you had either dedicated and professional players, raids of 40 people, or different mechanics entirely. What you have in its place is a stale and modern standard that ultimately is casual in its reliance. That's why DPS is the king of the Trinity now - people like to do damage more than they like to heal or tank. It's just more flashy, and easier to level. So this is very much a symptom of underlying issues in the entire paradigm.
The mold needs to be broken. ...
I highly disagree with your unmatched misrepresentation of the holy trinity.
It's cool not to like it, but to make nonsensical statements about it is something else entirely.The way you put it, the holy trinity has always been about DPS. It's like you're playing some weird... vague red herring game here. The whole idea of the holy trinity has always been about the tank keeping the aggro of most if not all mobs, the healer keeping the players up and the DPS trying to get the boss+mobs down as quickly as possibly.
The synergy in this is that...:
1. if the DPS don't do their job right, the healer gets out of mana, the tank dies --> the rest dies;
2. if the Tank doesn't do his job --> everyone dies;
3. if the healer doesn't do his job --> everyone dies.
The other people agreeing with NewMaxx, too, didn't honestly and critically question his misrepresenting.. well, nonsense.
The beauty of that system is not only that it works if the players know what they're doing (
GRANTED: WoW has become too mainstream and easy ALMOST to a point most noobs can tank -- healing can still be a challenge for them) but ALSO the solid, almost unavoidable interaction between the players -- which is what one would seek in an MMO? -- because:
1. If you're a good, anticipating tank, you often get compliments;
2. If you're a good healer who manages to keep an entire team alive when everything goes to shit, you often get compliments;
3. If you're a good DPS class, and you manage to do allot of damage and/or crowd-control when necessary so that the tank and healer can handle the stress, you often get compliments.
There is tons of positive feedback in WoW even to this day. People still connect with eachother. Every day. Always. And I honestly and wholeheartedly believe it is because of the trinity.
A little disclaimer here: I'm not saying GW2 "should have had!!" a holy trinity -- I would've wanted it but tough shit for me. This comment was merely to correct the bullshit meter of NewMaxx and some of the people who blindly agreed with him.
This comment was edited on Sep 14, 2012, 07:25.