Post by Morreion on Oct 30, 2009 8:05:42 GMT -5
Community Spotlight: The Holy Trinity
Do you enjoy playing the Holy Trinity game mechanic?
The holy trinity of tank/healer/damage-dealer has been remarkably tenacious in MMOs. I don't mind the system myself, though I tend to play hybrid classes. It is hard to separate this mechanic from the grouping/soloing debate, but setting that issue aside, the biggest criticism is that sometimes you can't find a healer or you can't find a tank. There are more flexible systems- skill-based comes to mind, where anybody can choose to train the healing skill. Allowing for flexible roles (say a melee type choosing whether he will be a tank/shield type or a DPS type for a particular play session) also can help.
Overall I do like the idea of specialization of group members that add up to an effective fighting force. But when you talk grouping, you run into other issues- you can't find that healer or the tank is terrible. So this issue inevitably is tied into other more complicated issues.
Do you enjoy playing the Holy Trinity game mechanic?
Hybrid classes were introduced to alleviate some of the issues with the rigid holy trinity design, but it is quite true that most players will still try and figure out which of the classes available are the purest tank, healer, or DPS class, and those will be given preference in any sort of group activities. Age of Conan was a good example of this issue. The developers at Funcom sought to do things a bit differently and introduced many hybrid classes, and yet players still preferred the purest of any of the three archetypes for their group activities. Why choose a Dark Templar or Conqueror over a Guardian as the main tank? The latter two were certainly more versatile characters, but the Guardian could soak it up better than either, and so he was largely preferred for groups.
The holy trinity of tank/healer/damage-dealer has been remarkably tenacious in MMOs. I don't mind the system myself, though I tend to play hybrid classes. It is hard to separate this mechanic from the grouping/soloing debate, but setting that issue aside, the biggest criticism is that sometimes you can't find a healer or you can't find a tank. There are more flexible systems- skill-based comes to mind, where anybody can choose to train the healing skill. Allowing for flexible roles (say a melee type choosing whether he will be a tank/shield type or a DPS type for a particular play session) also can help.
Overall I do like the idea of specialization of group members that add up to an effective fighting force. But when you talk grouping, you run into other issues- you can't find that healer or the tank is terrible. So this issue inevitably is tied into other more complicated issues.