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.

Tyler Versus the MMO Trinity, Part Two: Life Outside the Trinity

We come now to part two of my trinity trinity, a trio of posts on the tank, healer, DPS triad of MMORPG group rules and how I’d really like to see the genre break free of it. Catch up on part one if you missed it.

My Templar's group cuts a heroic pose in The Secret World's Polaris dungeonToday I’d like to highlight some of the best experiences I’ve had without the trinity, or at least with a modified version of it. Interestingly nearly all of these are from games that theoretically do subscribe to a rigid trinity, though I imagine that’s just a coincidence.

I hope to accomplish two things by doing this. First, it offers more insight into where I’m coming from when I talk about alternatives to the traditional trinity, and second, it further debunks the notion that a rigid trinity is necessary for interesting group content.

Two Sith walk into a bar flashpoint:

Star Wars: The Old Republic’s tactical flashpoints are a fascinating ground for experimentation with MMO group roles. The game builds a full group for these, but it does so agnostic of roles, and the content is tuned accordingly. Usually this means you end up with full DPS, or three DPS and a single tank or healer, but sometimes stranger things happen.

Such was the case a few weeks ago, when I had one of the most fun group experiences of my MMO career.

I queued for my first dungeon on my Sith inquisitor, who I’m building as a tank. I fully expected to be the only tank in a group of damage dealers, but I wound up matched with another tank of the same class alongside two ranged DPS. The responsibility usually placed on a single individual became spread between half the group.

A tactical flashpoint with two tanks in Star Wars: The Old RepublicIt was glorious.

All that social pressure, all that fear of failure, melted away. I had all the fun of tanking and none of the downsides. I waded into combat fearlessly, imposing my will on my enemies, without fear that a wrong move would doom the group. The other tank and I worked together, taunting mobs off each if one of us ever became overwhelmed.

The trinity is often held up as a shining example of team work, but really, everyone is kind of doing their own thing. My fellow Sith and I felt more like a team — in a random PUG with minimal communication — than most hard trinity groups I’ve been a part of.

Even aesthetically, it was a major improvement. My comrade and I formed a wall of armour and blazing lightsabers, holding back the enemies from our softer team mates. There was no breaking of immersion here; it looked and felt like a real battle.

I cannot overstate how fun this run was. I long for a time when experiences such as this might be commonplace in MMOs. This is how it ought to be.

Never say Neverwinter:

Neverwinter does have a traditional trinity, but of all the games I’ve played, it has the best take on it, at least if you ask me.

My cleric battling wererats in NeverwinterNeverwinter may have the trinity, but if you’ll pardon the pun, it’s not religious about it. I’ve done high-end dungeons with no tank and done fine, and the roles are a bit softer. Tanks generally don’t hold aggro on everything all the time, and DPS can survive a few hits. Both tanks and healers still do decent damage, though less than their damage-oriented comrades. Heavy use of healing potions helps balance the responsibility of player survival.

The most fun I’ve had as a healer in an MMO — at least in terms of core mechanics — was as a devoted cleric in Neverwinter.

In Neverwinter, healers aren’t just slaves to HP bars. They’re more like Swiss army knives, utility characters adapting on a moment to moment basis. Sometimes you’ll be healing, but other times you’ll be throwing out buffs, and if nothing else is needed at the moment, you can put out some respectable damage.

I like this because it’s not forcing you into a narrow box the way the trinity does. I get to experience a broader wedge of combat without having to change character or specialization. To borrow the metaphor from my first post, it might not quite be a peanut butter sandwich yet, but it is at least toast with peanut butter.

…Hopefully I won’t get in trouble with the Hague for torturing that metaphor so much.

Old school oddness:

There isn’t much I miss about life before dungeon finders, but one thing that I do have some nostalgia for is being forced to come up with odd, random group compositions out of sheer desperation.

My panda hunter doing Scarlet Monastary in World of WarcraftThe tank left? The warlock is pulling out his voidwalker. Healer ragequit? Well, the shadow priest is gonna throw out some heals, and the rogue has some bandages, and the mage is praying to every deity in the book that we finish this.

It didn’t always work. It often failed miserably. And it wasn’t sustainable. We were able to bluff our way through some leveling dungeons, but you couldn’t do challenging, endgame content that way.

But it was interesting to stretch your toolkit that way. It required a lot more thought than a rigid trinity does, and again, you weren’t being forced into some narrow role. That voidwalker wasn’t going to hold aggro on everything all the time. That shadow priest wasn’t going to save you if you didn’t make good use of your own survival tools.

It offered respite from the stifling order and choreography of the trinity.

Double D:

I was always surprised by how much I’ve enjoyed instanced group content in MMO shooters like Defiance and to a lesser extent The Division.

Now, I’ll be honest. It’s pretty mindless. It’s not exactly every man, woman, and rogue Castithan for themselves, but teamwork is much less than you’d find with a hard trinity.

Battling a Dark Matter mech during a major Arkfall in DefianceBut it’s fun. There’s a joyful chaos to running in, guns blazing, and watching the bodies hit the floor.

Games are meant to be fun. They don’t always have to be super serious, or intellectually stimulating, or brutally challenging.

I wouldn’t want all games to devolve into mindless anarchy with little team play and no roles, but there is a place for that. Again, I want variety. Mindless slaughterfests should be part of a balanced MMO diet.

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Next time, in my final post on the MMO trinity, I will outline my plan for how I would “fix” the trinity.