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Wonder if EQN will use the holy trinity .
I've found lately a lot of MMO's have watered down a lot of classes . For example RIFT has tanks for every class , Dps every class , healers almost every class .
In GW2 there is no true tank/healer/dps class .
A rogue shouldn't be a tank for example.
Comments
Awhile ago i think last year fanfaire the were takign question bout EQN one of which was were there going the amount of classes in EQ2 or less classes but more defined such as EQ1 and they answered the classes will be similare to that of EQ1 or somthuing along those lines, so with that info i suspect there will be holy trinity.
Until someone comes up with a legitimately better way, I hope every MMO keeps the trinity.
GW2 did a dreadful job of it (go away fanboys) and I hope others don't follow suit.
The 'trinity' is actually a simplified version of how things were done in EQ, and while the trinity did exist, it was a much expanded one
This is true i prefer the expanded one in EQ1 over what we currently get from MMOs
Tough one, the last two mmos I've played, gw2, and age of wushu do not use the trinity. Both leave a lot to be desired on the dungeon/raid side of things.
There are pvp implications to a non trinity set up as well. GW2 went with hard classes, while Wushu went without. By not going with hard classes. and no trinity, Wushu is able to give surprisingly "even" pvp, with amazing character uniqueness. Where as gw2 by going no trinity, plus hard classes killed most of the unique character feel.
It seems it's been hinted that there will be classes in EQN. If they can some how manage to have 100% (no two characters the same) uniqueness and still have a trinity, I would be fine with that.
In EQ1 holy trinity meant something different than modern games: tank, heal, CC instead of tank, heal, DPS (or if you want to be really specific, the warrior, cleric, and enchanter classes were collectively known as the "holy trinity"). Furthermore, EQ1 had other important roles that are kind of lost in a lot of games today, such as puller (primarily monk and bard), slower/debuffer (primarily shaman and enchanter), and other roles. I would expect EQN to use a similar, more complex class system.
That being said, there were certain things about the EQ1 class system that SoE should get away from, in my opinion:
People talk about the holy trinity, but EQ1 was more than just the trinity, it was a system based on 5 different roles.
I hope theres a tank, healer, dps, puller and cc that are viable with multiple classes for each role.
There are, for simplicity's sake, 2 forms of damage mitigation: Resistance and Defense. Resistance would be taking the hit but not receiving all the damage. Defense would be not taking the hit. Thus making a rogue, or "dodge tank", with high defense is plausible. The issue arises that if a hit does land, the rogue dies, excluding self heals and what nots.
Just because the tanks isn't wearing shoulder pads that are larger than a small car, doesn't make them any less of a tank.
EQ1 was pre-Holy Trinity...there it was the Fantastic Four... Tank, DPS, Healer, Crowd Control. I hope they keep the four specific roles.
There is a reason its called the "Holy Trinity".
No one has come up with a better solution.
I like Trinity games for their interdependence and how they encourage good team play. However, I think you're missing the point when it comes to RIFT. The fact that their callings all allow for multiple roles within actually makes the trinity play better. It makes for different styles of tanking, healing, and supporting the group and gives players flexibility to play multiple roles as they see fit. I can't tell you how much this has helped when someone has disconnected during a dungeon or otherwise had to leave. Just switch to a different role and you're no longer waiting forever to get a healer. A boss is particularly deadly to melee combatants, pick a role that does its damage from afar.
I find that flexibility makes their version of classes far more interesting than the immutable fighter stands up front, rogue backstabs, cleric heals, and mage casts fireballs setup from 1992.
While i enjoy Rift and what it does with its Souls. This is EQ. a tank is a tank, a Healer..Will it cause issues from time to time. Yes it will. But the clear defined roles that each class plays defines not only the class but the people who play them.
To learn your class and play it well will take time, there will be no hiding behind others or the excuse that his is your "other" soul. There will be times that siad class will be tougher for a situation, but again that was part of the love for the game. It wasnt always easy but if you did work together as a goup, and had to communicate with each other( I know that is an isses these days, actually haveing to talk to your group members....)
one thing I find sorely lacking in modern MMO's the lack of CC. I remember making sure you had some sort of good CC was up there on list of priorities for a group. If you had an off healer who could also CC...even better. Just hope they make groups easier to come by than they used to be at times. While some may not like it, I have found a good LFG tool invaluable to modern MMO's (Just my opinion).
I like having options in my classes...so I can do a little of this and that...or specialize on something. But yes, having played GW2, in theory, I guess they took a chance, but it wasn't executed all that well.
This, i read the same.