Bring back the holy trinity. — Guild Wars 2 Forums
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Bring back the holy trinity.

I know what you are thinking. NO.
I get it.
However I think Guild wars 2 is a fantastic game but the way they have done combat has sort of elimanted "strategy"
We currenly have a soft trinity.
Some characters can tank.. however usually those characters dont seem like they should be the ones tanking.
Some build are better for buffing.

Some are great for healing.

However because everyone can heal themselves, because everyone can rez, because every specialization can dps things are a bit "all over the place"
1. this makes the game incrediblyl hard to balance.
2. I personally believe that most people are still smashing buttons because you rarely have to strategize.
3. While we do work togethr oftern in gw2 its almost too passive.
4. everything is too fast and it feels a bit like a mess.

What would the holy trinty do for guild wars 2.
SLOW IT DOWN.
I love action combat its great.
But when i wanted to create a support character with my weaver i'm mostly healing by doing dps.
or some random skill is giving someone might. or i'm giving a aura because of a passive.
-- SO if we wanted to create a tempest spec that honored the holy trinity how would it be different.
1. We would instead have a skill called " Radiant Aura" it would have a cool down and it would switch its effects based on what attunement you were in. This changes aura quite a bit from being passively applied to being purposely appllied. You would have to decide when would be the best time to place that specific attuned aura to a team mate.

Lets compare that to what we have now.
How do we apply auras... well..
there are like a thousand ways lol. you can get critally hit. you can use one of the shouts. you can do some dps with a flashy tornado skin.
applying auras is currently passive.

This changes a lot of other things as well.
Notice that in guild wars 2 there is a visual hot mess clutter of graphic effects especially when fighting big bosses. well thats becausse most people are using their skills to dps the boss in order to passivley help there team.
Now with these more specific choices you have to make. you are popping less auras because you have to decide who needs it when.

Now we have to get rid of that heal skill that we all have.
oof people are going to hate me for this. but as a warrior you should be tough you should be able to take hits but you shouldnt be able to provide a full heal to yourself.
The heal button kind of destroys class identity and class neccessity.
you should still be able to solo things but it should be much more easy to solo things with your buddy who enjoys support.

oh and pvp.. gurl the level of strategy it would bring to not just ranked.. but wvw.. gurrrrrrl.

gw2 is a fun game.. but it could be amazing they just need to revamp combat so people arent all doing the same thing.

<1

Comments

  • there are typos but yall can live.. i aint got time to fix it.. also

    SOME ARE GREAT FOR HEALING.. idk why that is in caps..
    i'm blaming the PBR

  • @Astyrah.4015 said:
    if they enforced holy trinity in GW2, i might finally roll a healer class

    but i want targetted, direct heals & buffs if it ever happened.

    this is exactly what i'm saying.
    that feeling of saving someone with a targeted healing skill is missing here.
    or purpose giving someone might so they can use their next big attack on the boss for tons of damage.

    this not only feels good for the healer/ supporter but it makes the dps grateful to the healer.

  • @kharmin.7683 said:
    How can GW2 bring back the holy trinity when the game was practically based on the lack thereof? No. Please enjoy your trinity in the many other MMOs where it is already well in place.

    honestly.. instead of a living story or two.. if they sat back and revamped combat it would improve this game to the tenth.
    no other game has the world of guild wars 2.
    the feeling of getting on the mount for a joy ride.
    the beautiful zones that really just make you wanna go for a walk sometimes.

    but the combat.. its good in feeling.
    but its not good in strategy or anything of substance.

  • Teratus.2859Teratus.2859 Member ✭✭✭✭

    The Trinity is kind of there in the game.. the problem is that there are very few areas of the game where it's valid to build for.

  • @Teratus.2859 said:
    The Trinity is kind of there in the game.. the problem is that there are very few areas of the game where it's valid to build for.

    yes there is definitely a soft trinity.. but its distilled so far down that it makes builidng meaningful content more difficult.

    lets imagine tequatal with the trinity.
    first you would have to have the tanks hold his aggro for his large damage spells.
    then the healers would have to keep those tanks alive.
    dps does dps.
    and maybe some characters could be build to support.
    ---how much easier is it for them to build mechanic that provide meaningful challenge.
    so for the tanks- tank busters/ positioning smaller more aggressive bosses. dodging mechanics.
    for healers the bosses could send waves of enemies towards those healers making it more important for other tanks to protect them.
    now those healers are doging mechanic and healing while trying to stay protected.
    Dps characters are now trying to not only kill the boss but they have an active responsiblity to quickly dps down the waves of mobs that are targeting healers.
    The Characters like mesmers could be actively trying to disrupt large breakbars while boosting the dps attacks and providing some dps as well.
    ---- how does this compare to now.
    the boss has a meter bar we all spam our skills when it comes up.
    they mostly spam aoe skills that we all dodge.
    everyone heals themselves.
    there are bright spells popping off all the time because we are all trying to use our skills to keep maximum uptime on regen and protection.
    the mecanichs of most bost fights kinda stale.

    i'm not saying that there isnt currently no fun to be had..
    i'm just saying that it would honestly provide more team work.
    and that team work would be more fun.

  • @Inculpatus cedo.9234 said:
    Then, we sit and wait for a healer/tank to join our group?
    The more the Devs add 'healers'/'tanks', the more we see that in the LFG and the longer it takes to complete (start) the content.

    this is the unfortunate downside to this.
    but this comes down to making support feel more fun.
    -- in wow i play disc priest and mistweaver monk.
    both of those are actually kind of fun to play solo.

    but honestly this is a problem and I wish there was a simple fix for it.. but the truth is the alternative is kind of lacking..
    also if you raid.. or play higher end pve content.. you still end up waiting for a person who produces lots of alacrity and quicknesss.

  • SexyMofo.8923SexyMofo.8923 Member ✭✭✭

    It’s already here and look where we’re at.

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭

    Theres no holy trinity!

    Meanwhile, a supertanky bunker and glasscannon dps is carried by a supporthealer in WvW.

    Dont look a gift Asura in the mouth.
    No seriously, dont. Shark teeth.

  • Taril.8619Taril.8619 Member ✭✭✭

    As someone who always plays Tank characters in Holy Trinity games...

    I don't feel like GW2 is really set up to deal with Holy Trinity. As evidenced by its current state after shoehorning it into Raids in order to make Raids have some semblence of strategy to them beyond SMOrc...

    As such, it would require a complete overhaul of the entire combat system and the effect of stats and likely still wouldn't result in something noteworthy. It would most likely still devolve into some method of "Tank" character auto generating "Aggro" and then just DPSing with inferior numbers until a "Tankbuster" happens where they press [Insert Active Defence] button to nullify it. While "Healer" characters sit there spamming inferior DPS until a mechanic that does unavoidable AoE damage happens and then they use their AoE heal. While DPS just blindly mash DPS skills because they have literally no other player agency.

    A truly unique and interesting Holy Trinity system would need to have the entire combat system designed around it, to ensure that each role has enough player agency and dynamic gameplay. Utilizing mechanics that make sense and also feel fun, rather than simply making tanks have binary gameplay of "Is boss attacking me yes/no?" and "Is tankbuster being used yes/no?" and healers alternating between not healing, spamming AoE heals or playing whack-a-mole with health bars and single target heals, with DPS just going SMOrc because that's all they can do.

    Cat: Meow.

  • kharmin.7683kharmin.7683 Member ✭✭✭✭

    @lil muffin.1250 said:

    @kharmin.7683 said:
    How can GW2 bring back the holy trinity when the game was practically based on the lack thereof? No. Please enjoy your trinity in the many other MMOs where it is already well in place.

    honestly.. instead of a living story or two.. if they sat back and revamped combat it would improve this game to the tenth.
    no other game has the world of guild wars 2.
    the feeling of getting on the mount for a joy ride.
    the beautiful zones that really just make you wanna go for a walk sometimes.

    but the combat.. its good in feeling.
    but its not good in strategy or anything of substance.

    I disagree. I don't think that the game needs the type of "improvement" that you are advocating. It was designed without the trinity in mind for a reason, and I believe that the developers should stay with that vision.

    @Vayne.8563 said:
    If you think taking out the holy trinity eliminated strategy, then you just haven't learned the strategy. There's plenty of that in composition of teams, providing all the boons, combo fields, and various protections.

    You're just ignoring them.

    Well said.

    I am a very casual player.
    Very.
    Casual.

  • FrostSpectre.4198FrostSpectre.4198 Member ✭✭✭

    Trinity exists, but not in the way like the in most MMORPGs...
    DPS = Primary damage source, usually foregoes sustainability in order to maximize damage output.
    Support = Provides sustainability, via healing, blocking, boons and etc. Very limited effects against the enemy.
    Control = Limits the Enemy's actions, slows movement and etc.

  • @DanAlcedo.3281 said:
    And where is the strategy in the holy trinity?

    You have a tank that just sits there, a healer keeping the tank alive and the dps has free cast, doing rotations.

    WoW, much gameplay , such strategy.

    the trinity has a lotof strategy for several reasons.
    tanking is about positioning and protecting.
    you have to make sure the boss doesnt cleave all your dps and healers
    this has massive potential in gw2.
    healers have to keep people alive.. this requires strategy.
    and dps has to dodge mechanics and do their rotation well.

    this seem simple but it also is tons easier to design complicated content to.
    world bosses at the moment are people passively applying boons.
    running around and rezzing people and we are all just trying to dps the boss down fast enough.

    with a trinity you have tanks holding down bosses and key enemies.
    healers keeping those tanks alive.
    dps trying to stay alive while dps those key big enemies so we can go back and focus on the big boss.

  • kharmin.7683kharmin.7683 Member ✭✭✭✭

    Needing a holy trinity for world bosses? Egad!

    I am a very casual player.
    Very.
    Casual.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited July 22, 2020

    GW2 has a holy trinity..

    Pve: DPS / DPS / DPS
    Spvp: Gimmick / Gimmick / Gimmick
    WvW: Condi bunker / Condi bunker / ministrel everything in a mono queue blob

    Just play how u want xD

    Joking asside, Gw2 does not have the mechanics for trinity gameplay nor the quoficients iteration to be changed to one, since build and gameplay just resumes to 2-5 certain gameplay builds (gimmicks for expectation of low effort VS win) tied on the game mode..

  • @kharmin.7683 said:
    Needing a holy trinity for world bosses? Egad!

    you laugh but if you think about it... lots of the content they build like bounties.
    they are litterally spam and dodging one shot mechanics.
    with the holy trinity people would have to group up and they can create more substance content that isnt boom you are dead cuz you couldnt see the aoe because everyones skills are being popped off all the time.

  • @Aeolus.3615 said:
    GW2 has a holy trinity..

    Pve: DPS / DPS / DPS
    Spvp: Gimmick / Gimmick / Gimmick
    WvW: Condi bunker / Condi bunker / ministrel everything in a mono queue blob

    Just play how u want xD

    Joking asside, Gw2 does not have the mechanics for trinity gameplay nor the quoficients iteration to be changed to one, since build and gameplay just resumes to 2-5 certain gameplay builds (gimmicks for expectation of low effort VS win) tied on the game mode..

    well I hope they learn their lesson if they ever make it to gw3..

  • ShadowCatz.8437ShadowCatz.8437 Member ✭✭✭

    @Inculpatus cedo.9234 said:
    Then, we sit and wait for a healer/tank to join our group?
    The more the Devs add 'healers'/'tanks', the more we see that in the LFG and the longer it takes to complete (start) the content.

    You forget that healer and tanks most often get the blame when group doesn't manage to complete content. There will be more fight between people or even people that can't enter group content as they now will be forced to document their DPS, HoT and tanks will have big problen with sustain as they also relay on CD for their skills (can't keep taunt or have enough self healing while healer have run too far to support DPS).

    In ESO tank have health as their main source for both damage and sustain. Healing where to most part magic based, but became stamina (depending on changes to profession and skills).

    Most boons are very short range meaning all healing and tanking boon need to change so group don't have to virtually stand on each other with danger of getting wiped from a large AoE or cleave.

  • Eloc Freidon.5692Eloc Freidon.5692 Member ✭✭✭✭

    Raids pretty much rely on the Trinity unlike the rest of the game. Yet people INSIST that Raids is PvE content despite it not feeling like GW2.

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited July 22, 2020

    @lil muffin.1250 said:

    @Aeolus.3615 said:
    GW2 has a holy trinity..

    Pve: DPS / DPS / DPS
    Spvp: Gimmick / Gimmick / Gimmick
    WvW: Condi bunker / Condi bunker / ministrel everything in a mono queue blob

    Just play how u want xD

    Joking asside, Gw2 does not have the mechanics for trinity gameplay nor the quoficients iteration to be changed to one, since build and gameplay just resumes to 2-5 certain gameplay builds (gimmicks for expectation of low effort VS win) tied on the game mode..

    well I hope they learn their lesson if they ever make it to gw3..

    gw1 was so decent :\ how skills worked (the interaction between skills boons, conditions, hexed, and the other type, boons were actually rare) this is how the game should kept its combat.

    https://wiki.guildwars.com/wiki/Skill_type
    https://wiki.guildwars.com/wiki/Enchantment_spell
    https://wiki.guildwars.com/wiki/Condition
    From gw1 wiki: "Reapplied conditions will last the original time period, unless the reapplied duration is greater than the remaining amount of time."

    IDK they had(have) an amazing system that even new games on the made have some sorte gw1 skilldesign logic, or at least some devs on recent game talk about it.

  • Taril.8619Taril.8619 Member ✭✭✭

    @lil muffin.1250 said:

    @kharmin.7683 said:
    Needing a holy trinity for world bosses? Egad!

    you laugh but if you think about it... lots of the content they build like bounties.
    they are litterally spam and dodging one shot mechanics.
    with the holy trinity people would have to group up and they can create more substance content that isnt boom you are dead cuz you couldnt see the aoe because everyones skills are being popped off all the time.

    Or... They wouldn't change a thing.

    A lot of modern MMO encounter design relies on the exact same principles as are found here.

    "Tanks" dodge/block the one-shot mechanics that target them.
    "DPS" run around dodging the one-shot mechanics that try to interrupt their DPS rotations.
    "Healers" run around dodging the same one-shot mechanics that the DPS do, while throwing out heals for the unavoidable damage that bosses require to actually make healers have to do something in a decent party.

    The epitome of this is FFXIV, where 99% of the fight, is everyone just avoiding the same one-shot mechanics, while trying to mash their DPS rotations as hard as possible. With that last 1% being Tanks using defensive cooldowns when the Tankbuster happens and Healers using a spell to fully heal the Tank after a Tankbuster or the party after a Raidbuster.

    Arguably, GW2 could have made things more interesting by completely eschewing the notion of Tank/Healer/DPS divisions and made it so that people's survival was heavily reliant on their own abilities (I.e. Personal healing skills, dodging and positioning) with very few abilities that supported allies beyond boon applications. With more stat focus on how to deal your damage rather than choosing damage or defence or healing (With a very one dimensional end result depending on game mode)

    Cat: Meow.

  • @Aeolus.3615 said:

    @lil muffin.1250 said:

    @Aeolus.3615 said:
    GW2 has a holy trinity..

    Pve: DPS / DPS / DPS
    Spvp: Gimmick / Gimmick / Gimmick
    WvW: Condi bunker / Condi bunker / ministrel everything in a mono queue blob

    Just play how u want xD

    Joking asside, Gw2 does not have the mechanics for trinity gameplay nor the quoficients iteration to be changed to one, since build and gameplay just resumes to 2-5 certain gameplay builds (gimmicks for expectation of low effort VS win) tied on the game mode..

    well I hope they learn their lesson if they ever make it to gw3..

    gw1 was so decent :\ how skills worked (the interaction between skills boons, conditions, hexed, and the other type, boons were actually rare) this is how the game should kept its combat.

    https://wiki.guildwars.com/wiki/Skill_type
    https://wiki.guildwars.com/wiki/Enchantment_spell
    https://wiki.guildwars.com/wiki/Condition
    From gw1 wiki: "Reapplied conditions will last the original time period, unless the reapplied duration is greater than the remaining amount of time."

    IDK they had(have) an amazing system that even new games on the made have some sorte gw1 skilldesign logic, or at least some devs on recent game talk about it.

    i wish they kept the gw1 system.
    hexes were amazing.
    interupts were so much fun.
    going out and collecting skills.
    prot monks.
    .... its so frustrating to me that they gave up on this.

  • @Taril.8619 said:

    @lil muffin.1250 said:

    @kharmin.7683 said:
    Needing a holy trinity for world bosses? Egad!

    you laugh but if you think about it... lots of the content they build like bounties.
    they are litterally spam and dodging one shot mechanics.
    with the holy trinity people would have to group up and they can create more substance content that isnt boom you are dead cuz you couldnt see the aoe because everyones skills are being popped off all the time.

    Or... They wouldn't change a thing.

    A lot of modern MMO encounter design relies on the exact same principles as are found here.

    "Tanks" dodge/block the one-shot mechanics that target them.
    "DPS" run around dodging the one-shot mechanics that try to interrupt their DPS rotations.
    "Healers" run around dodging the same one-shot mechanics that the DPS do, while throwing out heals for the unavoidable damage that bosses require to actually make healers have to do something in a decent party.

    The epitome of this is FFXIV, where 99% of the fight, is everyone just avoiding the same one-shot mechanics, while trying to mash their DPS rotations as hard as possible. With that last 1% being Tanks using defensive cooldowns when the Tankbuster happens and Healers using a spell to fully heal the Tank after a Tankbuster or the party after a Raidbuster.

    Arguably, GW2 could have made things more interesting by completely eschewing the notion of Tank/Healer/DPS divisions and made it so that people's survival was heavily reliant on their own abilities (I.e. Personal healing skills, dodging and positioning) with very few abilities that supported allies beyond boon applications. With more stat focus on how to deal your damage rather than choosing damage or defence or healing (With a very one dimensional end result depending on game mode)

    haha so you want a solo game with people whojust happen to be around.
    got it.

  • Taril.8619Taril.8619 Member ✭✭✭

    @lil muffin.1250 said:

    @Taril.8619 said:

    @lil muffin.1250 said:

    @kharmin.7683 said:
    Needing a holy trinity for world bosses? Egad!

    you laugh but if you think about it... lots of the content they build like bounties.
    they are litterally spam and dodging one shot mechanics.
    with the holy trinity people would have to group up and they can create more substance content that isnt boom you are dead cuz you couldnt see the aoe because everyones skills are being popped off all the time.

    Or... They wouldn't change a thing.

    A lot of modern MMO encounter design relies on the exact same principles as are found here.

    "Tanks" dodge/block the one-shot mechanics that target them.
    "DPS" run around dodging the one-shot mechanics that try to interrupt their DPS rotations.
    "Healers" run around dodging the same one-shot mechanics that the DPS do, while throwing out heals for the unavoidable damage that bosses require to actually make healers have to do something in a decent party.

    The epitome of this is FFXIV, where 99% of the fight, is everyone just avoiding the same one-shot mechanics, while trying to mash their DPS rotations as hard as possible. With that last 1% being Tanks using defensive cooldowns when the Tankbuster happens and Healers using a spell to fully heal the Tank after a Tankbuster or the party after a Raidbuster.

    Arguably, GW2 could have made things more interesting by completely eschewing the notion of Tank/Healer/DPS divisions and made it so that people's survival was heavily reliant on their own abilities (I.e. Personal healing skills, dodging and positioning) with very few abilities that supported allies beyond boon applications. With more stat focus on how to deal your damage rather than choosing damage or defence or healing (With a very one dimensional end result depending on game mode)

    haha so you want a solo game with people whojust happen to be around.
    got it.

    I mean, that's largely what things end up playing out as.

    Raids being you doing your own thing and hoping the other 9/19/24/39 people you're with do their own thing and don't mess up.

    PvP is always "I keel you" with allies being around to help you KS.

    There's very little in online games that promotes actual playing together (I always laugh when people say things about MMO's like "Oh but you have to co-ordinate with your TEEEM! For cooldowns!" when it usually devolves into everyone presses their 60/90/120s CD skills as they come available thus always syncing up with everyone else. With some games having it so you hold onto them until a specific boss phase where everyone just presses all their CD's and goes ham)

    This is especially true when games also don't balance around people having voice comms, so things like actually having to sync skills gets removed because random PuG groups cannot realistically do things like that.

    GW2 has the Combo Field and Finisher system, but it utterly fails to generate any meaningful teamplay due to mostly lackluster effects and the fact that you just spam all your skills like normal as other people spam their fields on targets so you automatically start getting your combo effects that are actually worthwhile (I.e. Put Fire Field on boss. Now everyone's getting Burning Projectiles for free)... Or things like Scrapper where someone just makes their own kitten fields with blackjack and hookers to do their own combos in...

    Cat: Meow.

  • XYLO.7031XYLO.7031 Member ✭✭✭

    Bring back build diversity.

    Eponymously known as 'Tanya' despite many alts
    Beetle Gymkhana @ Crimson Post Reset TT
    Home Course: Bloodtide Coast, Spiral Track aka Bloodtide Slide

  • Astyrah.4015Astyrah.4015 Member ✭✭✭

    @Taril.8619 said:
    There's very little in online games that promotes actual playing together (I always laugh when people say things about MMO's like "Oh but you have to co-ordinate with your TEEEM! For cooldowns!" when it usually devolves into everyone presses their 60/90/120s CD skills as they come available thus always syncing up with everyone else. With some games having it so you hold onto them until a specific boss phase where everyone just presses all their CD's and goes ham)

    This is especially true when games also don't balance around people having voice comms, so things like actually having to sync skills gets removed because random PuG groups cannot realistically do things like that.

    yeah for MMORPGs, mostly the teamwork is carrying your own weight and not dragging the others down. voice or no voice comms, you can do all content if you trained well for it.

    for competitive games though like shooters and mobas, say CS:GO or LoL, on high end play, having comms and good teamwork is a day and night difference to having neither and just going by intuition (though doesn't mean it's impossible to win without comms or teamwork... just harder)

  • Khisanth.2948Khisanth.2948 Member ✭✭✭✭

    @kharmin.7683 said:
    How can GW2 bring back the holy trinity when the game was practically based on the lack thereof? No. Please enjoy your trinity in the many other MMOs where it is already well in place.

    it wouldn't be all that difficult but it would make the game much much easier ... unless that was what you were referring to

  • Nephalem.8921Nephalem.8921 Member ✭✭✭✭

    @lil muffin.1250 said:
    the trinity has a lotof strategy for several reasons.
    tanking is about positioning and protecting.
    you have to make sure the boss doesnt cleave all your dps and healers
    this has massive potential in gw2.
    healers have to keep people alive.. this requires strategy.
    and dps has to dodge mechanics and do their rotation well.

    this seem simple but it also is tons easier to design complicated content to.
    world bosses at the moment are people passively applying boons.
    running around and rezzing people and we are all just trying to dps the boss down fast enough.

    with a trinity you have tanks holding down bosses and key enemies.
    healers keeping those tanks alive.
    dps trying to stay alive while dps those key big enemies so we can go back and focus on the big boss.

    Have you tried raids yet? This reads like you never even played content outside of open world. Healers already exist in wvsw and both, tanks and healers, exist in raids.
    Dhuum will cleave the entire group if the tank is not careful. healing skill is not enough for most of the bosses.
    Raids are the best pve content in the game but anet stopped developing them because the majority likes to watch netflix and leech loot instead of playing the game. Open world is also way more rewarding than raids on a g/h basis which is just completely stupid.

  • crepuscular.9047crepuscular.9047 Member ✭✭✭✭

    holy trinity? pffff
    Firebrand = Ultima-Trinity

    [RIP Fashion Wars 2005-2018]     [TTS] [KA] [SI]     [RIP Fashion Wars 2005-2018]
    Praise the Inevitable Eternal Transcendent King Palawa Ignacious Joko, the Beloved and Feared Undying Eternal Monarch of All !!!
    ... til Aurene ate him for dessert 😭
  • Rukia.4802Rukia.4802 Member ✭✭✭

    GW1 was far better with its trinity & unique aggro mechanics, both pve and pvp greatly benefiting from it. GW2 only adopted the latter and look at how they had to design raids, its incredibly obvious that trinity is a requirement for any type of strategic difficult content. And that is why it will most likely never be in the open world, its just a shame that they were so determined to be different for the sake of being different they sacrificed the limitless potential in the sequel.

    At least GW2 can stand as a shining example of what not to do with the trinity, it is holy for a reason after all.

    2/3 accounts forum banned
    Fix hide party/squad nameplate
    Add particle effect slider/ability to turn friendly player effects off

  • KidRoleplay.3615KidRoleplay.3615 Member ✭✭✭

    Holy trinity? Tank, damage dealer, and healer?

    I'd argue we already have a trinity, just not in the exact same way as every other MMO ever.

    Damage dealer (dps/ burst), damage support (might, quickness, heals, may not even have to heal necessarily), and utility (toughness tanking, boon strip, CC specialists, extra buffs [alacrity/ banners], downed pullers, etc).

    As a matter or fact, being able to do more than just one thing in a given role, I'd say you have even more functionality than the standard holy trinity, as many of the above can be mixed to a degree.

    Just two cents.

  • AliamRationem.5172AliamRationem.5172 Member ✭✭✭✭

    @KidRoleplay.3615 said:
    Holy trinity? Tank, damage dealer, and healer?

    I'd argue we already have a trinity, just not in the exact same way as every other MMO ever.

    Damage dealer (dps/ burst), damage support (might, quickness, heals, may not even have to heal necessarily), and utility (toughness tanking, boon strip, CC specialists, extra buffs [alacrity/ banners], downed pullers, etc).

    As a matter or fact, being able to do more than just one thing in a given role, I'd say you have even more functionality than the standard holy trinity, as many of the above can be mixed to a degree.

    Just two cents.

    Where you see tank+/healer+, I see DPS-lite. In my opinion, specifically designing a game without healers and tanks and then quickly fashioning the most basic versions of these roles feels contrived. I understand that they did it because they couldn't design compelling raid encounters without including these elements. But the result is pretty much what I'd expect from a game trying to do something it was expressly designed not to do. I think trinity games do this type of content better.

  • DebraKadabra.5278DebraKadabra.5278 Member ✭✭✭

    @KidRoleplay.3615 said:

    @kharmin.7683 said:
    Needing a holy trinity for world bosses? Egad!

    GLF HB, Alac, BS, DPS, 150+ Ess, 200 LI, LNHB for Queensdale Heart quests.

    NO NECROS

    You forgot 25K AP min.

    "For the Panini!" // NA (USA)/Ehmry Bay/[EBAY]
    Main characters: Passiflora Dionaea--Lvl 80 Female Sylvari Reaper, Runa Xandrill--Lvl 80 Female Human Dragonhunter

  • Aeolus.3615Aeolus.3615 Member ✭✭✭✭
    edited July 24, 2020

    @Obtena.7952 said:
    The assumption of the OP is wrong ... introducing an artificial form of team structure like holy trinity will not introduce strategy to gaming. If anything, it will lock you in more.

    ^Completelly agree with that

    For PVE i would say make mobs harder :), mobs dodge, condi cleanse, block, etc this would make players try to work as a team to negate those effects thats where the game dificulty lacks and why some players loose the feelign of doing something cause here is just pure DPS spam acomplishment...
    Mobs here are just 2-3 autos and they die :) its kinda welcome to the age of low IQ pve... then players get frightned to any small increase of dificulty pve m8 add from raid or the other smaller raids thing.