No.
Go play GW2.
No.
Go play GW2.
You totally missed the point. He wants to "break" the Trinity by adding a fourth role to it, that is support.
He doesn't want to totally remove the system like in GW2.
Last edited by IzumiYuki; 10-30-2014 at 01:28 PM.
Which just creates a 4th slot that must be filled, and usually the trinity reaserts itself as the "true support class" casts it's handful of buffs/debuffs and then gets relegated to backup/off healer or gimped DPS until it's time to refresh the buffs. I remember being a BRD in XI, cast my two DPS songs, Cast my Mage Ballads... Now shut up and cast cure until it's time to cast songs again, and don't you dare try to melee
Well, to be fair a support class or mage hitting a mob with their weapon in that game was actually designed to be detrimental....for some reason. Since mobs don't gain TP per hit and use actions at an increased rate because of that in this game that particular bit would not be a factor. I feel like they could make a much more engaging support class than BRD or RDM were (or the semi-supports like SMN and COR) with a decent variety of shorter buffs and reduced damage dealing and/or healing capabilities.Which just creates a 4th slot that must be filled, and usually the trinity reaserts itself as the "true support class" casts it's handful of buffs/debuffs and then gets relegated to backup/off healer or gimped DPS until it's time to refresh the buffs. I remember being a BRD in XI, cast my two DPS songs, Cast my Mage Ballads... Now shut up and cast cure until it's time to cast songs again, and don't you dare try to melee
Given that content in this game is essentially 4 or 8 person groups though, could a support job adequately depose a DPS in 4-man content? If they can, then aren't they greatly overpowered in 8-man content? I could see them fitting them into 8-man content easily enough and balancing that properly, but when you have to remove ~40% of your damage for support (in 4-man content assuming tank is 20% and DPS are each 40%) then that support has to pick up that 40% somehow or else nobody's going to bother.
The trinity system continues to dominate design because the MMO player base continues to be dominated by those who want the fastest, shortest, easiest path to anything. Take vanilla WoW for example and the frequent need for polymorph and rogue stuns for CC. After a while players started to complain it slowed them down and just wanted to faceroll through instances faster and faster to get their p#@+ 73w+z. As time progressed more and more CC opportunities were removed and players attempting to use it were shunned.
Fast forward to now where players still complain about how long things take and how hard they are so developers will give them what they want and continue to churn out cookie cutter tank, heal, DPS content designed, crafted, packaged, and sold to put Happy Meal smiles on a chicken McNugget generation of gamers. There are a lot of CC/support interested players out there, myself included. I don't find the role dull at all. But, like the cash shop, so long as there is a majority of players that don't want to mess with the deeper complexities of encounters and just like 'make boss HP 0 before mine' design, we are stuck with the trinity for a while.
GW2 is a great game, NOT having a trinity broke it for me, surprisingly.
I left the game because of it. Did my first dungeon and it felt so bad...I was sorta
kinda the Guardian tank thing but I didn't feel like one.
But I DO want more support/heal roles, so I'd break for it...if it works
well enough, it was just so bad in GW2. >.<
Meow mix is for kitty cats, not Galka's
Adding a fourth pillar creates new problems to an old system.
Tank ---- Healer ---- DPS ---- Support.
Now imagine queue times by adding that fourth and the actually amount of people that would play it. Then you have to re-balance all the fights and encounter to make need of a supoort role. Not worth the effort for minimal gain.
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