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Should SW:TOR start de-emphasizing the trinity?

STAR WARS: The Old Republic > English > General Discussion
Should SW:TOR start de-emphasizing the trinity?

Farho's Avatar


Farho
02.20.2012 , 08:24 AM | #71
There actually is a simple way to increase the options at least without a major overhaul.

Let's check the classic trinity, there actually are 5 roles in the classic trinity that can be seen in 3 groups:

1-Tank: deals mediocre damage, aggroes the boss and mitigates damage. needs focused healing.
2-Tank healing: deals little or no damage and heals the tank.
3-Group healing: deals little or no damage and heals the group.
4-Ranged dps: deals high damage and gets little or no damage depending on the encounter.
5-Melee dps: deals high damage and gets little or mediocre damage depending on the encounter.

SWTOR follows the same rule but we have actually seen many alternative roles even in WoW.

-Kiter: replaces the tank, aggroes the boss/adds and takes little or no damage. deals little damage. Doesn't require a dedicated healer.
-Buffer: deals little or mediocre damage and buffs the group so they can do whatever they do better and be able to kill the boss.
-Debuffer: deals mediocre to high damage and weakens the boss so the group can kill the boss.
-CCer: disables multiple adds and let them be killed 1 by 1.

With such options that can replace one another one can provide a little more breathing room to the groups and add some replay value to the game.

But this requires a class and attribute overhaul, here's how:
The tanks and healers have to use the classes main stats for mitigating/healing (healers do this atm). E.g. Jedi Guardian tanks should use STR instead of defense/absorb ratings to mitigate damage, Trooper vanguards should use Aim etc. and without resetting talents and/or changing gear they should be able to change their role with 1 click. Same with other roles such as debuffing and kiting and every class should be able to apply 2-3 roles with no gear/talent reset, so that any group of classes can hope to find the right setup in any given encounter, except where all players are of the same class. At least in FPs, and OPs can be designed to ask for 5 or more roles for the easiest setup.

I believe the new monk class of WoW-MoP will be an attempt for such an alternative role and not just a plain tank or plain healer. Why shouldn't SWTOR choose the same path?

BMBender's Avatar


BMBender
02.20.2012 , 08:30 AM | #72
Quote: Originally Posted by Megaphys View Post
ok, while i neither hate nor love the trinity it has real problems, and it has been done many times, im up for something more interesting. Still i know this whole entire game and class structure has been developed with the trinity in mind, you cannot remove it.

I think the people who think you must have a trinity, or that without a trinity it becomes a burn down for everything arent really understanding things.

Not having a the trinity simply means you dont have the same static i can only do 1 thing with each class type thing. A battle can still break down into taking damage dealing damage and support, but a class does not have to be only one thing. that would be the breaking of the trinity.

it doesnt mean there will be no strategy, but rather decentralizing one role in battle toward the whole group. bouncing hate, managing group buffs, changing focuses during combat, sounds very strategic, and interesting.
WoW's been around too long; whole generations have seen nothing but the trinity. They have no frame of reference by not having played games that didn't use it. Your not gonna convince em on a forum board, they simply can't conceptualize something as basic as that. They can't help it. they were never exposed to it and the rest of the industry is STILL trying to cash in on the EQ/WoW train.

The only parts of the industry that still play around with non-trinity are smaller indipendent developers. And they don't have the size, marketing inertia, and capital investment to make it going concern.
The only thing that should impact a players success/failure in pvpplayervsplayeris his/her skill not what they are wearing. Otherwise call it GvG gear vs gear, crunch the #'s in a calc, face-roll your keyboard, and go watch TV.polls by paulolesonhttp://www.swtor.com/community/showthread.php?t=164486pollhttp://www.swtor.com/community/showthread.php?t=164530

Megaphys's Avatar


Megaphys
02.20.2012 , 08:30 AM | #73
Quote: Originally Posted by Galbatorrix View Post
How? More than likely, at some point, either the Tanks going to have to taunt or the healer is going to have to heal regardless. And if not, the encounter basically becomes a DPS zerg fest where you're trying to kill the boss before it kills you. The only way around this would be if everyone had taunts/defensive skills and healing abilities. And if they did, why would you ever reroll an alt? You'd see all the game has to offer, gameplay wise in one play through. The trinity adds variety and encourages multiply play throughs. There's no way Bioware would take away something that both works as a gameplay variety function and also a time sink. They'd honestly be crazy to. I agree that they could make some encounters rely less on it (which is already the case anyway... only tank and spank encounters rely solely on the trinity system), but the trinity system is the best method available currently.
youd roll and alt for different playstyles and ways of dealing with the probelms.

For example, what a healer is doing is really a form of mitigating dmg over time.

One class may have a big heal
another class may have the ability to block a hit
another class may have the ability to stun the enemy

all are doing a form of reducind dmg.

you play a new class to do things a different way.

a group of thieves may constantly use tricks, going in and out of range, disapearing, dodging attacks and confusing and stunning the monster

a group of warriors bounce hate, absorb and reduce dmg, applying buffs to each other etc

a group of mages may heal each other and dps while using long range tactics.

a mixed group may combine these various abilities to achieve these same effects.


and with this every encounter will be different, every style will be different. One playthrough you may end up having to distract and debilitate the monster on your theif, another you may end up straight dpsing it most the time, another you may end up using your abilities to avoid damage while taking most of the bosses fire power.

now im not saying they could do it here, but it is possible, and well executed it can be extremely fun.

Farho's Avatar


Farho
02.20.2012 , 08:39 AM | #74
Quote: Originally Posted by Megaphys View Post
youd roll and alt for different playstyles and ways of dealing with the probelms.

For example, what a healer is doing is really a form of mitigating dmg over time.

One class may have a big heal
another class may have the ability to block a hit
another class may have the ability to stun the enemy

............
yeah was saying more or less the same thing a few posts above. guess I'm not alone.

Galbatorrix's Avatar


Galbatorrix
02.20.2012 , 08:40 AM | #75
Quote: Originally Posted by Farho View Post
There actually is a simple way to increase the options at least without a major overhaul.

Let's check the classic trinity, there actually are 5 roles in the classic trinity that can be seen in 3 groups:

1-Tank: deals mediocre damage, aggroes the boss and mitigates damage. needs focused healing.
2-Tank healing: deals little or no damage and heals the tank.
3-Group healing: deals little or no damage and heals the group.
4-Ranged dps: deals high damage and gets little or no damage depending on the encounter.
5-Melee dps: deals high damage and gets little or mediocre damage depending on the encounter.

SWTOR follows the same rule but we have actually seen many alternative roles even in WoW.

-Kiter: replaces the tank, aggroes the boss/adds and takes little or no damage. deals little damage. Doesn't require a dedicated healer.
-Buffer: deals little or mediocre damage and buffs the group so they can do whatever they do better and be able to kill the boss.
-Debuffer: deals mediocre to high damage and weakens the boss so the group can kill the boss.
-CCer: disables multiple adds and let them be killed 1 by 1.

With such options that can replace one another one can provide a little more breathing room to the groups and add some replay value to the game.

But this requires a class and attribute overhaul, here's how:
The tanks and healers have to use the classes main stats for mitigating/healing (healers do this atm). E.g. Jedi Guardian tanks should use STR instead of defense/absorb ratings to mitigate damage, Trooper vanguards should use Aim etc. and without resetting talents and/or changing gear they should be able to change their role with 1 click. Same with other roles such as debuffing and kiting and every class should be able to apply 2-3 roles with no gear/talent reset, so that any group of classes can hope to find the right setup in any given encounter, except where all players are of the same class. At least in FPs, and OPs can be designed to ask for 5 or more roles for the easiest setup.

I believe the new monk class of WoW-MoP will be an attempt for such an alternative role and not just a plain tank or plain healer. Why shouldn't SWTOR choose the same path?

No, Monks will have three trees. Tank, DPS and healer. Same as a Paladin or Druid. Also, who would purposely choose a role as boring as "CCer" or "Buffer"? The problem with roles like this is that no one would take them because the other jobs are so much more entertaining. If you had classes dedicated to this, and it was a requirement to clear content, it would be a situation where groups would take forever to form due to lack of these specialized classes. EQ tried this with Enchanters and for the most part enchanters were few and far between (though luckily, you could clear content without them). Heck, trinity games already have a lack of tanks and healers normally due to people heavily preferring to DPS... can you imagine if you also had to find a dedicated CCer or Buffer?


I'm all for adding variety the the trinity system, but not at the expense of making groups harder to form. I'd rather them keep the trinity system and just make boss encounter more fun by adding events/phases to them so you;re not just tanking and spanking the whole time.

Drewser's Avatar


Drewser
02.20.2012 , 08:45 AM | #76
Quote: Originally Posted by Galbatorrix View Post
No, Monks will have three trees. Tank, DPS and healer. Same as a Paladin or Druid. Also, who would purposely choose a role as boring as "CCer" or "Buffer"? The problem with roles like this is that no one would take them because the other jobs are so much more entertaining. If you had classes dedicated to this, and it was a requirement to clear content, it would be a situation where groups would take forever to form due to lack of these specialized classes. EQ tried this with Enchanters and for the most part enchanters were few and far between (though luckily, you could clear content without them). Heck, trinity games already have a lack of tanks and healers normally due to people heavily preferring to DPS... can you imagine if you also had to find a dedicated CCer or Buffer?
Are you kidding? The CC/buffer/debuffer classes in CoH were great fun to play.

Galbatorrix's Avatar


Galbatorrix
02.20.2012 , 08:50 AM | #77
Quote: Originally Posted by Drewser View Post
Are you kidding? The CC/buffer/debuffer classes in CoH were great fun to play.


Yeah? And that one's free to play while the biggest trinity advocate has over 10 million subscribers....

FourTwent's Avatar


FourTwent
02.20.2012 , 08:53 AM | #78
Quote: Originally Posted by Azzras View Post
I like the trinity system.
same here.

i mean you saying this class is the same as that class except they spam different abilities is an over-simplification of how a class(in any game) plays.

while im interested in seeing something like GW2 with no system like this, I prefer it. a specific person in the group should be filling a specific role in my opinion. this way lets players optimize their playstyle since they get so used to it over time.

even in GW2 with no system like this, you're still going to have groups designating roles to certain members in the group, whether it's grabbing adds, or offtanking a miniboss.

i mean, with no system and roles like this, you can't really optimize your gear unless the stats are uber generic. else you'll have DPS gear, tank gear, heal gear, and then you'll still be filling those trinity roles. . .just after you equip your optimal gear.

in a single player game, maybe. . .but in an MMO where you group with people in a guild and can spread these roles out. there's a reason why there's a trinity system. . .it's optimal.

Sabarok's Avatar


Sabarok
02.20.2012 , 08:54 AM | #79
Quote: Originally Posted by TheSwamper View Post
I disagree with this part. I've run a tabletop pen and paper session of D&D for decades now and I've created many, many combat encounters where the trilogy is not helpful. Since this is one of the core games that many RPGs sprang from, it's not that hard to create similar scenarios for it.

Regarding the title of this thread: ALL MMOs should start de-emphasizing the trinity.
The advantage you have as a GM in D&D is that you can design the encounters specifically for the exact group of people that will run them to give them the challenge they can overcome. You work with the group personally and you not only know their stat based skills, you also know how they think & work together. Since you are also acting as a game engine, you can handle a wider variety of unusual strategies, inputs and environment than a computer can. In how many of your sessions did the players come up with an idea to solve something that you never considered? This is why P&P D&D has survived for so long; it does things that computers haven't been able to replace.

I've seen many posts saying "it can be done", but none with any actual examples. I have seen many boss fights that are complicated, but very few where you don't need either someone to tank or someone to heal. On those rare times when there was no healer, the tactic was either a DPS race or kiting.

I know one boss fight in LOTRO which involves 4 tanks in a 12-man. 2 of the tanks are the proper melee tank classes which tank the adds. The 2 bosses get tanked by hunters, which are ranged DPS medium armour and wouldn't normally ever tank. They aren't tank classes, but the boss encounter works best if they fill the tank role, so before the battle 2 hunters are named the ranged tanks.

The thing about how people are and use words, if it is someone's job to try and be the one getting attacked, they are the tank no matter what class they are playing. When I've been in teams where we didn't have a proper tank, the first thing we'd all discuss is which one of us will fill the role of tank, because someone's going to get hit, and you want it to be the one with the best chance of surviving.

I have seen lots of boss fights done without a healer, but none that were easier because they had no healers. I can't think of any boss fights that didn't involve someone filling a tank role.

Farho's Avatar


Farho
02.20.2012 , 09:04 AM | #80
Quote: Originally Posted by Galbatorrix View Post
No, Monks will have three trees. Tank, DPS and healer. Same as a Paladin or Druid. Also, who would purposely choose a role as boring as "CCer" or "Buffer"? The problem with roles like this is that no one would take them because the other jobs are so much more entertaining. If you had classes dedicated to this, and it was a requirement to clear content, it would be a situation where groups would take forever to form due to lack of these specialized classes. EQ tried this with Enchanters and for the most part enchanters were few and far between (though luckily, you could clear content without them). Heck, trinity games already have a lack of tanks and healers normally due to people heavily preferring to DPS... can you imagine if you also had to find a dedicated CCer or Buffer?


I'm all for adding variety the the trinity system, but not at the expense of making groups harder to form. I'd rather them keep the trinity system and just make boss encounter more fun by adding events/phases to them so you;re not just tanking and spanking the whole time.
No, the monks tank and healing will be hybrid with dps as far as it was declared a few months ago.

Dedicated CC or buffer is not an option. (well if you read my idea no role should be dedicated) They should be hybrid roles and should be designed to replace/be replaced by original trinity roles. At least 4 person FPs requiring more than 3 roles is, of course, not an acceptable design phylosophy.

Example: Scoundrel, Sage, Sentinel and Gunslinger enters a FP. This group is currently unable to take out any boss. So the Gunslinger (with 1 click) turns to Kiter (which can replace the role of a tank) and Scoundrel turns to Buffer or DPS so the group has a viable setup.