Quote Originally Posted by Kalise View Post
ESO also utilizes a Trinity system (Ironically, given the nature of the TES series) and is quite successful.

As far as the Trinity goes...

SE actually has grounds to work on in order to break that particular meta.

While most of the FF series actually ended up with some form of Trinity happening (I.e. One character as a front liner with some form of taunt ability and auto-counter, a thief of some kind for stealing stuff and using items, a backline mage for magical damage and then a healer on the backlines)

FFXIII did utilize a role system that expanded on the Tank/Healer/DPS trifecta with the Paradigms;

Commando was a semi-tank that set up your Break Gauge to be able to be built as well as capitalize on Staggered enemies.
Ravager was the DPS and primary source of Break Gauge filling.
Sentinel was the full on tank that would absorb damage.
Saboteur was the debuffer that would weaken enemies making them deal less damage and take more damage.
Synergist was the buffer increasing defenses and attack of allies.
Medic was the healer.

Throw in Paradigm Shifts to let people swap between 2 Paradigms in combat (An interesting take on the oft seen weapon switching) and you have a particularly interesting basis for an expanded "Trinity"
I'd like something along those lines, if only because it basically adds some twists to the trinity system. If they approached it with that kind of design from the ground up, rather than trying to patch it in later, they'd have plenty of room to make sure the raids, dungeons etc. featured mechanics to exploit it to the max. That, though, speaks more to class identity than anything, and I think it's something they'd need to address head on. I.e., for a given role, what kind of variations are we willing to tolerate and which jobs will fill each? Being able to shift between stances could also work on such a basis. Definitely a system I would be interested in seeing if they could overcome potential issues with homogeneisation.