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  1. #1
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,879
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Altena View Post
    I am yet to play a game where the removal of the holy trinity truly worked. Guild Wars 2 tried this and to be honest it was a complete failure in my eyes.

    I mean if they pulled it off, sure however I would be more inclined to go for a spec tree system, which allowed a job to spec into one role or the other. However this is just flat out too much work for this game in my opinion. You would also have optimal build paths and you would likely end up in a similar situation to what we have now.
    Honestly, you don't even have to remove the Holy Trinity in order to avoid its stagnation to some extent, especially its contribution to tunnel vision and toolkit waste. You just need to adjust certain underlying mechanics, such as through reforms to mechanics like enmity (and/or to mob AI); perhaps by expanding mechanics like damage splitting, interception, or active dodging; and to add certain mechanics that can place soft windowed or situational limitations to a tank's uptime such as natural vulnerability stacking (e.g. XIII's "chain gauge" as able to affect players as well, and likely stacking slower on tanks than dps, allowing DPS to tank briefly without being overly independent or powerful generally and tanks to still make use of some DPS "snap-tanking"); or rebalance versatility in regards to simultaneous output (mitigation and damage) or functionality (survival and damage-dealing) in a different way, such as damage-based interruption (towards both enemies and allies, making DPS more capable and culpable in regards to survival) and resistance to interruption (probably significantly higher in tanks than melee than ranged than casters, such that a DPS doesn't necessarily have to be one- or two-shot by a mob for a tank to be worthwhile, as the cost can also be in part its damage-dealing).

    As for the implications on dungeon-running, this need only extend a bit further—adjusting AoE formulas, as not to so soon or so effectively habituate massive pulls.
    (0)
    Last edited by Shurrikhan; 02-23-2017 at 07:30 AM.

  2. #2
    Player
    Altena's Avatar
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    Apr 2012
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    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Snip
    I quit GW2 for a reason.

    What you're explaining literally sounds to me like GW2.. Obviously with a few more fluffy bits.. But the concept of "DPS can tank" is GW2 all over again.

    It became a bunch of spammy mess at the best of times. If you like that "no well defined roles" style of play then maybe you would like games like GW2. However please keep that kind of stuff out of this game. I much prefer the standard trinity system. I want my Tank to hold a mob while a DPS zergs it and a healer heals.. Call me old fashioned but that's what I subscribe to this game to play.
    (5)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
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    12,879
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Altena View Post
    I quit GW2 for a reason.

    What you're explaining literally sounds to me like GW2.. Obviously with a few more fluffy bits.. But the concept of "DPS can tank" is GW2 all over again.

    It became a bunch of spammy mess at the best of times. If you like that "no well defined roles" style of play then maybe you would like games like GW2. However please keep that kind of stuff out of this game. I much prefer the standard trinity system. I want my Tank to hold a mob while a DPS zergs it and a healer heals.. Call me old fashioned but that's what I subscribe to this game to play.
    This is immensely reductive.

    Why do people assume that when someone says "X can be done without Y", that they're looking for Y? I have played GW2. What I suggested, is nothing like GW2. I have also played several other MMOs that had no permanent tanks, but in no case has that necessarily meant "no well defined roles". It meant only that responsibility was not left to a small portion of the party, unless the MMO failed (as with GW2) to give their players a means of conducting those roles.

    The "spammy mess" you speak of in GW2 is a lack of "role" toolkit among those alleged "non-roles", making it impossible to fill those functions for which (a portion of) Trinity roles would be responsible. But that does not mean that you suddenly need specialists for the role, or that there should only ever be two levels of role capacity (the role, and the non-role). You can have multiple shades and styles of capability, so long as you embed reasons for which they cannot take that role with permanent uptime.

    Imagine if tanks had no bonus enmity for instance—that is the source of your "spammy mess" in GW2. But the issue isn't not having "tanks". The issue is not having enmity skills. The difference in design, should such toolkits actually exist, is that anyone could participate in tanking, not just taking threat and then dying, and would be responsible for managing that responsibility (saving the current target) with their personal survival and output, in light of incoming raid damage and outgoing raid healing, etc. So you could have a Monk splitting damage during whatever period he is able least affected by positional bonuses, a Dragoon just before Life Surge, etc., along with alternate utilities such as a Bard drawing off enemies slowed by a Miasma II for a brief kite and position them for a Freeze or Tri-bind (because, gasp, we allowed those skills to work again). That ends up highly timeable, sync-able, by-event, quite the opposite of a "spammy mess" (in my opinion, a term better fit to the meat-shielding and tunnel-visioned DPS or mass pulls of 'unadulterated' Holy Trinity play).

    Quote Originally Posted by Altena View Post
    Tthis thread is about improving DPS queue times in the system we currently have - simply by increasing the number of slots in a 4-man dungeon to 5-6. Please don't derail it.
    So any solution presented to (more fully) mitigate DPS queue times outside of your "only real way" is thread derailment? Really? In that case, what's to talk about? Should I just say "you idea would help, but would be ultimately insufficient" and end flatly, since a counter-suggestion would be taboo?
    (0)
    Last edited by Shurrikhan; 02-24-2017 at 08:36 AM.

  4. #4
    Player
    Altena's Avatar
    Join Date
    Apr 2012
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    1,362
    Character
    Altena Trife
    World
    Excalibur
    Main Class
    Lancer Lv 90
    Quote Originally Posted by Shurrikhan View Post
    snip
    Orrrr they could just leave it as is...

    And up the DPS slots in 4-mans...

    It sounds to me like your suggestion or pipedream is worth another thread - rather than this one which is about improving DPS queues by simply changing party composition.

    Personally I think this game's system is fine. Albeit some of the jobs are a little binary and could use a bit of a tweak, however the core system we have at the moment is fine.
    Again, I would prefer my tanks to tank, my dps to focus on damage and healers to heal.

    What you're suggesting is practically flipping the system on its head. And no, I am not down for that.

    As I said, feel free to go ahead and create your own thread for this - but this thread is about improving DPS queue times in the system we currently have - simply by increasing the number of slots in a 4-man dungeon to 5-6. Please don't derail it.
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