Action Combat is good for DPS and games with no trinity group roles. But looking at the Trinity in Action Combat MMOs, the non DPS roles play style is really dull. Healing is much worse in those games. Everything has to be AoE Splash healing.
Tanking is just as bad, because action combat usually have some kind of stamina/block bar that is usually never well optimized for all the areas of the game and its punishing towards output damage in games that centralize around DPS as the most important role.
like I said, DPS becomes the main role. Reminds me of Vanilla Guild Wars 2, in which everything was centered around DPS builds. Was totally boring for group gameplay.
Philosophy of MMO Game Design
Comments
In effect, you get stuck in roles and cannot break out of it.
Once upon a time....
As you say, healers in the splash and dash games have the -throw aoe's into the general mob area where it's all going on - whilst doing a similar amount of dashing about yourself. Ok you'll get it done, there's just no real involvement to the role.
But, is this a real drawback? Both categories have their place with successful games going on. It's just the nature of the beast.
Let's start the discussion there with the implausibility of conventional tab target combat and its defined roles.
It works only as an abstract form of combat if you're willing to totally ignore simulation credibility. That trinity, tab-target stuff is barely better than other combat abstractions such as MTG, similar fantasy card games, or even chess.
Action combat, so often derided in these boards, is infinitely better for anyone that cares one iota about some measure of realism in combat simulations.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
Gdemami absolutely not being an armchair developer
Healing is a tougher nut to crack because the advantage tab targeting has is the fact you can just click on or press the hotkey for the party member you want to heal and cast. You typically don't even have to be facing them. Assuming they're in range and pass the line of sight check the ability works.
I can't think of a good way to replace that utility in action combat without doing some hybrid model that uses tab targeting for healers in an action combat game. However, maybe that's an answer.
Tab targeted combat is one hell of a huge difference, in their eyes it has to go, the Trinity relies on different classes where players may think they picked the wrong class, it doubly had to go. Look at classes in Battlefield, change them the next match, in Plantside...quick change it for PS2!
On top of all that strategy favours grouping which brings us to a rule of designing MMOs, The Grouping Experience Musty Never Be Better than The Solo One. Everything in a MMO must make a solo player feel he is getting a better deal than someone who is grouping. Strategy had to go and a zerg is a lot easier for solo guys to join. Solo loving all round.
Yes, action combat in MMOs could be as strategic as Trinity but how often does that happen? Rather than accepting MMOs have some limitations and are expected to be played differently, MMO action combat was shoe horned in. Will we see better action combat, yes, will be see more strategic action combat I doubt it.
I don't know. How often is the strategic element of the action combat in a MMORPG examined in depth rather than rejected out of hand? I don't know that either. but I expect the former is rarer than that latter.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I have explained this before on the old forums.
But when you really look deep at the trinity and examine it, you can see ? how it works in a player vs player environment.
*Tanks:
Generally in PvE, Tanks are heavy armored or high damage avoidance or both as in a Bear Druid ? in WoW. This is because the PvE mechanics of tanking is built to simulate front line brawlers. Tanks in PvE are almost always Melee fighters as well just like Brawlers.
In Player Vs Player, Tanks are all the Melee Brawlers. They rush in to the enemy front line with huge in your fact damage spikes which is a threat to your safety and the safety of your allies. You have two choices: handle the Melee attackers or ignore them to go after their support and weaker allies in the back. This isn't a easy choice because sometimes those Brawlers are a serious threat or are seriously mockly annoying. Hence why we use the term Threat, Taunt, and Aggro when talking about Tanks in the trinity since those are just AI simulation of what real life people experience. A taunt could be somebody tea bagging, and a threat can be a melee Thief jumping around bursting people down from the shadows.
*Healers:
Healers are the second generator of threat. Because they keep people alive and counter incoming enemy debuffs and damage. Brawlers seem far more menacing in the front lines when no matter how much damage is done to them the health just continues to keep coming back up. That can be a threat to enemies which makes them want to go after Healers. Just like AI mobs would target Healers if they generated too much threat and pulled away aggro from the tanks back in the day.
*DPS:
DPS is the same in PvP and PvE. But I say the ranged DPS fits this theory well since generally they are weaker damage absorbers than Brawlers, but dish out the most threatening damage of them all. Along with CC, they can be a threat, that enemies have to make a judgement to ignore the menacing Brawlers and Healers to turn their attention to. Usually DPS in dungeons will sacrifice themselves to save Healers as a secondary line of defense, and same is said in Player vs Player. Ranged DPS will stay back with the Healers and when enemies go after Healers, the ranged DPS is there to CC and help slow down the attacks on their Healers until Brawlers can can draw them away or the Range DPS eliminate the threat.
Philosophy of MMO Game Design
They are not a secondary target. They are THE target. whether they are overhealing the brawlers or not.
The AI in MMOs is scripted to allow the illusion of tank aggro to make things nice and simple.
The only legitimate examples I have ever seen of tanks tanking in PvP is by using player collision to have well-armored, high-health players try to body block attempting to keep melee players from getting through to the squishes in the back. but any good ranged players will be trying to identify and focus fire the healers anyway.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Hats off to all of you who can choose skills from several action bars and have the time to think and choose and target them properly because you're a god in my book. I guess there must obviously be a severe difference between my capacity to make proper decisions in a short space of time and the quality of my response. I am definitely many,many leagues behind most MMORPG players.
Thing is, instead of hard tanking and focusing on healing as two parts of the trinity, swap that out for CC and a broader support role.
That said, even DPS and the trinity in general is not as fundamental to the RPG experience as some seem to make it out to be.
Just think of D&D. The fighter and the paladin could tank, but half their job is positioning not just soaking damage. On top of that, every class has some mechanic for effective damage against some window of enemies.
There's multiple classes where instead of tanking, it's about creating optimal situations to exploit enemy weakness.
Yeah sure, the cleric is "the healer", but you intentionally have multiple classes with what's considered at least off-heals, with things like the bard being a very capable healer and, guess what? Also a support role for manipulating combat. Cleric similarly isn't just a healer, they have effective spells and skills for combating undead or even other focuses based on domain chosen.
The most classic of RPGs does not itself adhere to the principle of a holy trinity, because combat itself has more moving parts and more strategic possibilities than that for players to leverage.
The holy trinity as people think of it is a crutch of overly simplistic game design.
The trinity and action combat aren't mutually exclusive. It's not by necessity one or the other.
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
I wasnt the greatest healer either, but I generally just focused on the main tank or used group heals....I never got far enough in Wildstar to know how hectic it was to heal there.