Quote Originally Posted by Shurrikhan View Post
My intent was more to show that
  • Payadoya isn't wrong to think that there's a correlation between trinity-centric design and shallowed out party play. Historically, there is. More so than in generalist (less trinity-based) games.
He isn't wrong to think that, but he isn't right to think that either.
You say historically there is a correlation.
I say there isn't.
Unless one of us makes an impossible comprehensive master list of RPGs with and without a trinity system and sort them by which are "shallow," I don't think we can go any further with this part of our conversation.
You must have simply played more games where this is the case, where as I must have simply played more where it is not.



Quote Originally Posted by Shurrikhan View Post
Or, in a very basic example pertinent to tanking, mobs' auto-attacks having a seemingly accurate range and their skills checking range at time of (would-be) release instead of via early snapshot, so you can better judge distances for kiting, and all the stringing, microkiting, or kite-cycling you can do as a result, ideally in an environment tuned as to make those feel like distinct and deliberate choices.
For this to happen dungeons would need to be more difficult, not for class/role expression to change.
Despite the awkward snap shoting we can still kite and avoid auto attacks, and I often do in Deep Dungeons where something like that is relevant.