Quote Originally Posted by Sesera View Post
The problem is that you either have it your way and any time a healer F'd up and die its a wipe unless the boss is almost dead and you punish the all party for the healer mistake or you gives the party a chance to succeed.

A few month ago i had a Ghimlyt Dark run where the healer dc'd mid fight on last boss nobody got mad when the paladin started to keep us alive with clemency quite the opposite actually.
Genuine question, but isn't this the original goal of the trinity: different responsibilities that each role needs to enact to ensure joint success, and any role failing will cause a cost (e.g. a wipe) for the group?

Tanks not managing the enemy --> enemy gets out of control, kills the group
Healers not managing health --> team dies
DPS not providing enough DPS --> can't kill boss in time/ trigger enrage --> kills the group/duty fails

I know this is not necessarily the state we are in right now (at least in casual content) but I think ideally trinity-based content should be designed in a way that each role has its distinctive responsibility and that their contribution to success (or failure thereof) is more or less valued equally.

Any of the roles not performing well should endanger everyone's victory imo. DPS not being able to execute their rotations and securing enough damage while doing mechanics should also punish the group, just as a healer or a tank not doing their job does.

I'm not saying that the trinity is the end all be all. I do enjoy the open system of PVP quite a lot. I just think that if you enforce a trinity its necessity should actually be reflected in the encounter design and the way the group has to play together.