Kerberian Kitsune, on Nov 30, 2012 - 1:30 PM, said:
Looking from your persepctive, also as one whom commonly plays a healer & understands the trials and tribulations of such, I can easily vouch that the trinity system works. A good party on both a mental and 'physical' stand point is one that will not easily fail. (And when they do fail they improve upon their flaws) The system works, it's fun, and it provides a silent understanding of what needs to be done, what kind of person you may be dealing with for each class, how you must gear yourself, and other important in-game and off-game things that such roles can tip the understanding mind...
However my differing opinion is as such:
I feel that a game where there is no trinity is one that forces players to commit to team work in a different way.
All the things you could need in a team are still very much present---and your assumed role in a team is a little more present to me than just vague.
I'll explain from experience:
On the private server not many people enjoy hearing about I took to creating a character that was a KFM. A friend of mine whom rarely played mage classes decided she'd pick up the Lyn...and thus we went about playing the areas that were available to us. For a while it was pretty odd...we attempted to support each other in battle but for the most part dealing with casual mobs ended in us just pretty much wildly beating on whatever came up together and moving on with no sense of need for the other---aside from making quests go faster. This eventually lead to us pretty much soloing without consideration of the other while keeping each other updated on levels because after a while (due to how shoddy the quest system was in CB2) wound up getting competitive for drops. Lol Due to her being a stronger caster class than my KFM she'd usually 'win' which left me out of drops I needed. (Constant resetting of instances followed)
Anyway....as we progressed keeping each other updated finally we reached a place neither of us could really beat without some kind of help. So we decided 'Okay finally we can act like a party'....Needless to say this was not so successful. Neither of us knew how we could help the other so we settled for just keeping mobs off of each o ther and wailing on whatever skittered up to us.
That...didn't work.
That was when I got the bright idea to try planning around our skill sets. I'd played her class a little--and knew some of the extent of her ability. We talked over what our respective abilities were capable of---and tried over and over again learning as we went. Until finally we actually had a decent party-based system constructed from what we knew about each other and what skills were good for doing what.
My mage friend wound up using her ice attacks to freeze mobs as they rushed over to me while I ran in to draw them toward me and hit them with the AOE-like slash danage I was capable of with one of my skills. She'd attempt a kind of 'light CC' while I dealed damage to make sure the mobs with low hp would die quickly--and those coming at us would be struck by damage as soon as they come.
That said....I feel this lack of trinity system isn't exactly designed to 'break away' from the common player though---so much as force the player to go ahead and think with this thought but be prepared to think outside of the box. Rather than be held down to a specific role---this game provides the chance for a player to 'Do whatever works and is best for the party at the time' as opposed to 'This is all you can do. This is all you are good for.'
...I feel this allows us to not depend on one character specifically for salvation when things go awry----but allows us to place our 'hopes' in whomever's alive and whomever has an 'idea'.
To me....as a result it's not so much as a 'break away' from the traditional as a realistic wake-up call to what battle can be like as a martial artist fighting a group of monsters. We all have our specialties---but in the end we are individual. Our skills lie not only in skill points and in-game abilities....but our ability and power to think and consider possibilities when we're playing with others.
In the case of my experience...My specialty 'tactics and management' came from years of playing as a healer and having a chance to sit in the back and watch the progress of battle---watching hp as it dwindles and reacting upon it. Coming up with battle plans as I watched my friends do what they can---and suggesting ideas when I learned of how their classes functioned when they failed. My will to succeed and think for the sake of my party mates would never have been this strong if I had never played a healer class before---and as a result my desire to assist still carries on even though I'm playing a class that by all rights could be a tank if it wanted to be.
That said---even though the healer class isn't there for me to play, I can't sit back and watch over my team mates in the way I am most used to, I can still very well watch over them and protect them.
It's just now I don't do it with a healing hand---but with my fists. Not with the intent to tank, not with the intent to DPS, but with the intent to ensure that as long as I am 'alive' no one will suffer unnecessary damage, and they can always feel they have someone watching their back.
It's not a healer--but It feels right.
Sorry if I sound like I'm missing the point though...I did kind of hope to convey to you how it may be different and how it could excel in the party scene. (My typing for this post too. It looks horrendous.)