
Originally Posted by
Makeda
You say you want to get rid of tanks.
No. I'm saying that I think it's pointless to try and make people tank or heal, hence we should have more content that accommodates non-trinity gameplay so that it's not as important whether we have tanks or healers readily available or not.
Since then, I've done nothing but argue your points. And you only have one:"One game without the trinity changed to trinity, therefore non-trinity cannot work." That's a fallacy and I've gave you ample reason why. You even go as far as to ignore my point about mechanics, which, I repeat, are attacks that completely ignore the fact that there's a tank holding aggro to focus all attacks on him and instead attack the entire raid. The entire point of mechanics is to circumvent the trinity, because otherwise people would get bored, as the trinity is nothing but tank and spank. You further ignore that I didn't just name one game, but referred to a plethora of games, both single- and multiplayer.
You aren't analyzing the metagame at all, you aren't thinking about reasons at all, you're only saying:"Guild Wars 2 patched in tanks/healers, therefore..."
To spell it out for you, in bold because you missed it: Every single mechanic we use to make DPS do something is independent of the trinity. You can port them over into any non-trinity design and they'd work just as well. The only mechanics you can't port over blindly are mechanics that only the tanks and healers have any interaction with, because these mechanics exist to force healers and tanks into the group. Any challenge you can present DPS players in a trinity game can logically also be presented to any player in a non-trinity game. That's just plain fact. A fact that you can't dispel with:"But muh Guild Wars 2".
And these challenges are also what are presented in single-player games which necessarily have no trinity due to not having a group in the first place. That's why they are valid to bring up. Any challenge you can present in single-player games you can also present in non-trinity multiplayer games, whether it's vector based attacks, resource management, timing, combos... anything. And you can then add additional challenge on top via group interactions. But the trinity, as stated before, does the opposite - it removes interaction in favor of role based gameplay.
Let me walk you through Alexander 11 Savage, non trinity version: Somebody pulls and the boss uses a random laser sword or spin crusher instead of autoattacks. Optical sights work exactly the same as now, the only thing you remove is the damage you take on doing clock positions right. The add homes onto the nearest person and uses it's AoE cleave, while not killing the pauldron in time gives it an autoattack. Whirlwind now requires players to spread. Limit cut works exactly as now, except you take less damage if you do it right. Photon in this phase drops health packs on the floor and puts a DoT on people - they have to grab them quick.
After the flight phase, lapis spawn. The orbs are exactly the same, they just don't deal damage unless they overlap. Laser X becomes a stack mechanic where everyone needs to get in front of the boss. Laser swords are still fired in rapid succession due to being the new autoattack.
Next phase starts, the ground is on fire, but deals no damage. In this phase, photon is replaced with a brief debuff that deals massive damage if you do something. Otherwise, mechanics follow the previous pattern.
In the final phase, the boss uses GA-100 on a random party member and he has to run away from the rest and the pillars. Only change: He doesn't take a lot of damage if he does it right. Everything else works the same as before. For the double whirlwind, you also add a tether mechanic to all players that damages them if they stray too far from their partner.
Does the difficulty of the fight decrease? Hell no, it increases, for all people involved. You have to deal with more than you do in the current version of the fight, because tank/healer only mechancis have been replaced with mechanics everyone has to deal with. The fact that no game has put that fight into their game yet has no bearing on the fact you can make it.
That said: This entire discussion is off-topic. It's been off-topic from the moment you pushed your trinity agenda, because it has nothing to do with how to get people to tank, which is why I put it in spoilers. Since you have no point and clearly are ignoring half of my posts to make it, I don't intend to continue this discussion.
Role issues have always been a thing in games with roles and the only way to significantly change the population of a role is to fundamentally change the role into something else entirely. If we don't want that, we have no way to change the role distribution, the best we can do is to throw the players of less popular roles a bone ever so often so that the players who do enjoy that role stay.
A solution to role scarcity can only go over changing the demand - require more of the more popular roles for every one of the less popular roles. Or, make roles irrelevant entirely. You can't do that for all content without risking the players of the artificial roles becoming alienated, but you can do that for some content without that risk.