Tyler Versus the MMO Trinity, Part Three: My Solution

Over my past two posts on the so-called “holy trinity” of group roles in MMORPGs, I’ve discussed my problems with the trinity, and some of the good times I’ve had outside the traditional role system.

My warlock battling Ragnaros the Firelord in pursuit of Dragonwrath, Tarecgosa's Rest in World of WarcraftNow, we reach the end of this long journey as I outline my personal plan for how to “fix” the trinity.

For some crazy reason I decided to do all three of these posts at once. It’s well after midnight, we’re approaching hour three, my fingers are sore, and my brain is fuzzy, but Hell, let’s do this.

First, some caveats:

I was hesitant to do this for a very long time because I don’t like playing armchair game designer. Well, actually, I like it a lot, but I don’t like the risk of being seduced by the idea that I actually know what I’m talking about, or giving anyone the idea I think I’m better than I am.

I am not a professional game designer. I know this. I’m not going to pretend I can do a better job than they can, because I can’t. This seems like a good idea to me, but what do I know?

And I really doubt anyone particularly wants to hear my pie-in-the-sky ideas for how games should be designed, hence why I haven’t done posts like this before now. But if I’m going to talk about the trinity, I think this is a necessary part of the discussion.

My Templar tanking a lair boss in The Secret WorldSecond, I want to stress once again that variety is what I want. What I’m about to outline is a solution to the trinity. It is not the solution to the trinity. I obviously think my idea is good, but I wouldn’t want to see it become the only system used by MMOs. I want a mix. Some games with traditional roles, some with softened or modified roles, some with no roles.

That said, this is a plan that I believe would solve most of the problems with the trinity while preserving much of its virtues. Your opinion may vary.

On with the show!

Where Guild Wars 2 failed:

Unfortunately, Guild Wars 2 has become the poster child for trying to break the trinity. I say “unfortunately” because they did an awful job of it. Of all the games I’ve played with no trinity or a relaxed trinity, GW2 is the only one that fails to provide fun group dynamics. Ironic considering how much of a selling feature it was.

Things are supposedly a bit different now that raids are in, but at launch, Guild Wars 2 essentially eliminated tanks and healers. This solves some problems, but it also made pretty every class play mostly the same. It made a lot of things into mindless zergs, and combined with dungeon design that wasn’t sufficiently removed from that of trinity games, it was just broken as all Hell.

My thief battling the Sons of Svanir in Guild Wars 2But there are lessons to take from Guild Wars 2’s failure. They were in the right neighbourhood, but they chose the run path.

You see, they got rid of the wrong roles. Tanks and healers are fine.

I say it’s DPS that needs to go.

Death to DPS:

Wait, what?

Tyler, you want to delete the overwhelmingly most popular MMO role? The one you play the most? Are you high?

But think about it. There’s method to this madness.

Imagine what happens when DPS is no longer a dedicated role. You no longer need to tune healers and tanks to have lower damage. In a world where no one is a DPS, everyone is a DPS.

That immediately solves the problem of it sucking to solo as a tank or healer.

My Sith inquisitor in Star Wars: The Old RepublicThen think about what group compositions look like in this hypothetical game where there are only two roles, not three. When you can only include tanks and healers in your group, the responsibility is much more shared.

This solves the problem of the disproportionate sharing of responsibility. It’s not just one tank and one healer. There’s several of each. That glorious double tank run I had in SW:TOR? That could be the norm.

In such a paradigm, if you screw up and get yourself killed as a tank, it wouldn’t be a guaranteed wipe. The other tank(s) would pick up the slack.

I don’t know about you, but that sounds tremendously appealing to me.

Similarly, this makes forming groups a lot easier. Tanks and healers obviously wouldn’t be a rarity, and in theory, such a system could be balanced to no require rigid party compositions. We’re getting far into the hypothetical here, but I think it could be the case that if you have more tanks, your party takes less damage and needs fewer healers, and if you have more healers, you can restore more damage and need fewer tanks.

This would necessitate softening both roles a bit. For example, healers couldn’t simply spam heals all day. They’d need to mix both heals and damage.

My group approaches the final boss of the Slaughterhouse in The Secret WorldThis would require slowing down the pace of both heals and damage. Not slowing combat altogether. You know me; even the standard 1.5 second global cooldown feels sluggish to me. But tanks don’t need to be losing half their health every few seconds. There should be time to recover from a mistake, and on the flip side recovery from bad play shouldn’t be one click a way. Healing is at its best when it’s a tug of war.

I’d put heals on cooldowns or otherwise limit them. Not heavily — healing should obviously be a core part of playing a healer. But it shouldn’t be all you do. Like the devoted cleric in Neverwinter, there should be a degree of adaptation based on the needs of the moment. Sometimes it’s about healing. Sometimes it’s about pouring on the damage.

I’d also like to see a little less emphasis on straight up healing and more on buffs and utility. I like The Secret World’s take on buffs — short duration, dramatic effect — and I’d like to see more of that.

So under my hypothetical design, healers would perhaps be more accurately described as support. They keep their parties afloat through a broad toolkit of heals, buffs, and damage.

As for tanks, I’d soften their role a bit, too. I’m not sure I’d do away with aggro mechanics altogether, but I don’t think tanks should be expected to hold aggro on everything all the time. I’d probably make taunts an emergency cooldown rather than a bread and butter ability. Combat need not be total anarchy, but there should be some unpredictability to it.

My devoted cleric in NeverwinterSlowing down incoming damage supports this, as well. With mobs delivering hits that aren’t so massive, healers (or supports) can take a few hits without collapsing, and combat can afford to be a little less carefully choreographed.

Aggro mechanics are one of those things about the trinity that are painfully artificial, so I’d put a greater emphasis on tanks controlling enemies directly through slows, stuns, pulls, knockbacks, and abilities that manipulate the battlefield. Let them physically impose their will on enemies.

By softening the roles this way, you’re providing everyone a broader experience of combat. Everyone is, one way or another, interacting with enemies, delivering big and satisfying attacks, and aiding their team in a crucial way. At the same time, distinct roles aren’t gone entirely. There’s choice and variety.

It even solves the realism issue to some extent. With multiple tanks, it’s at least somewhat plausible that they could hold off enemies from their weaker team mates. Not because Orcs are magnetically attracted to dudes in plate for some reason, but because they form a physical barrier around their allies. I think I could suspend my disbelief for that.

It’s probably not as simple as I’m making it out to be, but to me, a two-role system seems like an option that avoids the worst flaws of the trinity while still offering much of its benefits.

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Thus concludes my epic series on the trinity. My duty as an MMO blogger is done. Agree or disagree, I hope I’ve at least provided some food for thought, or entertainment value.

While you’re reading epic rants on traditional MMO design by yours truly, why not check out my latest article on MMO Bro: The Case Against MMORPG Button Bloat.

TSW and Heroes: Adaptation

I’m not sure if it’s the result of boredom, burn out, or pure coincidence, but lately I’ve found myself exploring new builds and playstyles in both Heroes of the Storm and The Secret World.

My Templar uses the new Buzzing Vortex teleport in The Secret WorldJack and Jill of all trades:

Of course, experimentation is part and parcel of the Secret World experience, but lately I’ve been doing more of it than usual.

I’m not sure what prompted it, but I suddenly got it into my head that I wanted to be able to fulfill all three group roles on both my endgame characters, the Dragon and the Templar. Perhaps it’s because I’ve been running so many more dungeons since the group finder launched.

See, up until now, I had consciously limited myself to two roles per character, DPS and something else. My Dragon was a healer, my Templar a tank. Partly this was because the work required to build and maintain three different group builds and gear sets was daunting, and partly because I wanted to maintain distinct character identities despite the game’s lack of classes.

But I came to the conclusion I could maintain character identity as long as I kept their builds distinct, and with gear so much easier to acquire now, it didn’t seem like such a mountain to climb, though it still took a few days of hard grinding.

At the same time, I’ve also been adjusting some of my old builds to further clarify the fantasy of each character. The fact I almost never play anything harder than elites makes it a bit easier to be creative with builds, rather than having to min/max.

My Dragon posing in his Wu deck uniform in The Secret WorldEssentially, I’ve decided that my Dragon uses magic and swords, so everything should focus on that. His blade/blood solo build and blood/elemental group DPS build remain unchanged, but increasingly I’m using a blood-focused build to heal rather than my traditional fist weapons (though I doubt I’ll ever abandon them completely). His new tanking build uses swords and chaos magic.

My Templar, on the other hand, is a direct sort. Firearms and hammers all the way for her. This meant throwing out her old chaos/hammer tanking build for a new hammer-centric build with shotgun thrown in as the second weapon for funsies.

This took quite a bit of experimentation to get right. Hammer isn’t the best main weapon for a tank, and constantly getting groups with 10.9 DPS didn’t help matters any. However, I think I’ve now settled on a set of abilities and a playstyle that’s functional, if not entirely optimal.

And I do enjoy the new build. TSW’s abilities get a lot of flack for having dull animations, and that’s not entirely undeserved, but hammer abilities have a great weight and power to them.

That left a healing build for her, and since I wanted to focus on guns, that meant it was finally time for me to try leeching.

My Templar poses in The Secret World's Facility dungeonI’ve always been interested in leech healing, as I am in anything that hybridizes healing and damage, but the guides made it sound very complicated, and I just never found the motivation to get around to it. Until now, that is.

My leech build will probably still need some polishing — I think I need more heal rating — but I have successfully healed a run of Hell Fallen elite.

It’s interesting — I’m still making up my mind on it. On the one hand it’s hard to argue the appeal of keeping your group alive while also dishing out the big crits and pretty damage numbers. However, I do find AoE healing frustrating, the “oh ****” buttons don’t seem as effective as those of other healing types, and it is mainly a lot of Anima Shot spam. So much Anima Shot spam.

On a related note, I briefly tested my build on some random Tokyo mobs, and I was once again reminded that Anima Shot is basically the “I win” button for solo content in TSW. As my Templar continues to struggle in Tokyo, I am now strongly considering swallowing my pride and just making a solo build that incorporates assault rifles.

I don’t even know how much I’ll use these new builds, but it’s nice to at least have the option, and it felt good to break out of my rut and explore the ability wheel again for the first time in quite a while.

Young women who blow up things with their brains:

Nova in Heroes of the StormThere has been much wailing and gnashing of teeth over Nova’s recent rework in Heroes of the Storm. I’ve voiced my share of frustration myself — just looking at how many cool toys she lost was horrifying, and most of the Novas I’d seen since the change struggled badly to accomplish much of anything.

I was so dismayed I pretty much gave up on playing her altogether — I had never done so with great frequency, despite my fondness for the character.

But then came the day when I had daily quests for playing as both an assassin and a StarCraft hero. Dreading what was to come, I reluctantly selected Nova, cobbled together a new build focused around Pinning Shot, and queued up for a match.

I lost my first match, but it didn’t seem to be my fault, and I still needed at least one StarCraft match, so I tried again, and things went better than expected.

Much better.

I went on to have one of my most dominant performances ever as Nova — or any hero, for that matter. I ended the match with a takedown/death score of 47/2.

This happenedThis was both more takedowns and fewer deaths than anyone else on my team, and nearly half of those takedowns were cases where I had landed the killing blow myself.

It’s not even as though the enemy team was exceptionally bad (I had a similarly dominant performance immediately afterward, but that can be accounted for by the enemy team’s Illidan feeding us easy kills the whole match). Watching them, the only obvious mistake I saw them making was that they didn’t do much to try to counter my Triple Tap.

I’ve played several more matches as Nova since, and while I haven’t won them all, I have maintained a fairly healthy win ratio, had strong personal performances in nearly every match, and often dominated completely.

I have no idea why this is. I’m not sure what it is I’m doing that’s making such a difference. But somehow I’m better at Nova now than I ever was before, despite the fact she appears crippled on paper.

Meanwhile, with a different character but the same voice actress, I also decided to finally try this teleport build for Li-Ming that seems so popular.

IMMA FIRIN MAH LAZORIt’s interesting. The extra AoE is nice, and there’s a certain Leha-esque madcap recklessness to it that’s very appealing. “I have one of the smallest health pools in the game, but I’m going to go toward enemies, rather than away! Wee!”

On the whole, though, I think I like my usual Magic Missiles build better. Safer, saner, and from what I’ve seen slightly more powerful.

I will, however, take the teleport build when I get Infernal Shrines. You need all the AoE you can get on that map.

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Fun fact: Apparently it’s been three years to the day since I posted this. The more things change, the more they stay the same.