Cool, but you're not the only one who's mentioned it, nor are you required reading on the subject, let alone likely to enforce your particular take on what the phrase should mean among anyone else using said phrase. Which is why I said it's worth minding what details follow that ultimately fairly vague heading.
No part of my post says that developers needn't understand the concept. I'm merely pointing out that virtually every official forum poster and their grandmother seems to have critically different views of what "making the trinity matter" should entail. It seems a good banner to wave about for unanimous community action... only until it sees an ounce of detail. As such, it's important to start discussing those details early on, rather than oversimplifying the matter.Also, any MMORPG developer should understand the concept of the holy trinity otherwise they shouldn't be in that position.
That's not remotely the case. It would involve, at minimum the removal of many of those interdependencies you seem to like and further reduce the potential distinctions between jobs of the same role.The only "harm" [removing anything that's not purely "Tankish" from tanks, "Healish" from Healers, and "DPS-ish" from DPS"] can cause is to make it harder for players to survive without cooperation from others ie. so a Warrior can't solo everything.
What happens when "self-healing" is too "healish" for a tank while %DR is too "tankish" for a healer? Voila, now tanks have only barriers and %DRs available to them, nothing that could engage with threat of overcapping health when working around and with healers' heals, and heals can only produce potency barriers for mitigation rather than ever having max eHP increases scale synergetically with their target's existing eHP, incoming damage, or outgoing heals to the mitigated target.
Which is exactly the kind of thing whose removal I've heard suggested dozens of times over the last few years as an "obvious" course of "making the trinity matter".That's fine but another way is things like how we were able to apply mits directly to the tank in Stormblood. I achieve the same thing now by, say, using Addle to reduce the effect of a tank buster on a novice tank.
I don't disagree. I like that interdependence. But that interdependence can be a whole lot more varied and allow for far more job flavor when that trinity isn't narrowly defined, yet narrow constraints of what it means to be a tank (essentially, nothing that could "step on the toes" of DPS or healers, even in terms of gameplay instead of capacity focus or holistically compared features), healer, or DPS is exactly what I see requested a good third of the time I see people asking for a "trinity that matters". I can't therefore agree with the request until seeing what one means by it.The point is that we need to rely on eachother and affect eachother and by our teamwork of lending eachother buffs, resources and esunas, we win together.
To take Kiru's case as example, I have to disagree with a good half of what changes [rather than mere additions] are concrete enough to imagine out.
I want to maximize the available means of engagement for each role even while having the focuses of their responsibilities feel different. To me, balancing tanks only by reducing their skill expression would do as much gameplay harm as good, and I don't particularly care to make the minimum-maximum ilvl gap even larger as that means even more swing from decent to (now hyper-)trivial and less Savage accessibility and therefore, in effect, less worthwhile content per patch cycle.