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I understand the confusion over the trinity topic. When the devs say (paraphrased), "We won't have roles in the way you are used to" some may think that all they have held close is gone.
They claim that AI will be a big part of the game, and will change game dynamics. Someone gave an example of mobs attacking healers. If the mob is smart, why not always go after the healer?
A complaint I've heard is that the game mechanics will boil down to: running around button mashing. I don't believe that will be the case ... consider the following.
Well, what if a mob is snared? Is the mob smart enough to find out that the healer is out of their reach? Lets say a character is hitting the mob from his backside, it would turn around and attack that character. In this situation, any ranged class is free, the mob would not attack them. The monster would choose between melee characters to attack. Lets assume that this creature is heavily armored and hates people who reduce their armor ( storybricks integration to mob mentality ). One character has a armor-reduction proc weapon ( might not exist, just for argument ). The mob decides to focus on the the character with this weapon, because they are the most accessible and dangerous. Other melee may be able to attack the mob from behind without being noticed. Force the creature to attack one character. Make that character your tank. Heavy armor, defensive skills. Role in place.
The above is of course assuming you have some room to move around. Close quarter content will be more difficult. Stuns and possibly combat invisibility to cloud yourself, or charm spells may be beneficial. After all, 40+ classes equates to 120+ class skills. Again, just speculating.
For healer. They haven't talked about healing much. I am interested in seeing their take on it. I'm sure we can create similar situations for healing. Healers sound like they need to focus on damage and staying out of line of sight. Perhaps we will see unique healing methods, like damage dealt to the monster heals surrounding players. Or, health explosions that heal players with certain gear, and harm monsters with certain resists. Again, speculation. But, come on, give it a chance.
For dps, it seems you'll need to focus on two things. Being out of the monsters line of sight and damage. Basically the same as before.
In this model, everyone would participate in cc. Creating a much more complex battle in many cases.
For each monster, the above situation would be different. Different personalities, abilities, . Teleporting monster? Lets fight fire with fire and stack teleporting ranged characters, or when they teleport, stun and then burn them with melee characters.
This game will become more focused on strategy and learning. The best players will have experienced the world and its inhabitants, instead of ones who have been handed the best gear. They will know how to prepare for fights, hard or easy, weather they take 6 players or 24.
This boils down to: Plate armor is most likely in the game for a reason: to take hits. Why limit our thoughts about the game to, "This does not have what I want or am used to. Or, i've seen this before, it fails. Therefore it is horrible." Lets change the attitude to, "Alright, how can I create the role I want in this sandbox game?". If you don't take advantage of this now, people like myself are going to pass up all the ones wining.
Comments
It's refreshing to read a post from someone who gets it. This is exactly what the Devs were talking about in the panels. Its all about thinking outside of the box, rather than the same old, tired, dusty gameplay of the last 15 years. You can still play a pure healer, or a CCer, or whatever..or you can mix and match. There are roles, and there is a system that also allows you to be as flexible as you want. The AI is clever this time, so it will take an equally clever player to overcome it.
Don't forget they mentioned mobs will adapt and change their strategy to counter players.
Life IS Feudal
Lol I can see it now.
Player 1 - Man that is BS I was just killing mobs and an orc came up and ganked me when I was almost dead.
Player 2 - Pwned
Life IS Feudal
DCUO mechanics don't even come remotely even close to what we have been told about EQN.
If they pull this off as stated brainless pve is over and all the pve/raid/min-max expert will have to put on their big boy pants because they aren't beating up cardboard cutout mobs anymore.
Life IS Feudal
The thing to remember here, is that that's what you've been TOLD. No proof, no real actual gameplay video to go off of, not even an alpha stage ability show. DCUO is what they made already, is in practice, and for the most part mirrors what they are pushing for this game. Come back when you have more than hearsay.
You come back when you have an actual valid example and DCUO ain't it.
Life IS Feudal
If this is true, if anything, the EQ 2.5 that they trashed a few years ago is what you are talking about.
They realized that was not what they wanted to make, so they created what will become EQN; a community driven, open world, sandbox environment game that implements concepts never before done on such a scale. And you want to reduce it to every other game they have created thus far ...
I understand you being in denial because your self-righteousness over a game that hasn't really told or shown you anything yet has been challenged by an idea that something the company has already made sounds a lot like what they're telling you is going to be 'new and innovative'. Hope you enjoy the rest of your day, but you should really try out DCUO... just in case it really does turn out to be like it. You'll have an edge on the people that blinded themselves to even entertaining the idea that sony would write something completely from scratch when they basically already have a model in place lol
Nobody has ever seen the "adaptive AI" in action.
Very few seem prepared to believe that it could (ever ?) exist.
Everyone is arguing from their years and years of "legacy MMO" experience. And that experience says that the only system that works well is the scripted "trinity" with defined roles and clear team tactics.
I doubt anyone is going to change their mind based on theorycrafting. A full 20 mins of gameplay video will resolve it, no doubt. Until then, we will have to settle for slinging insults
Your making assumptions about the EQN combat based on the same hearsay right?
Life IS Feudal
Great post I agree 100%.
Let us also not forget that even with the trinity there are boss fights that do not have an aggro table such as the bug boss in HoF in WoW in MoP which I mentioned in another thread.
Raiding is not dead guys it is just going to take more strategy, you are gonna have to make your tank the thing the mob hates with tactics, because he is what is in reach or because he is doing something that makes the boss the most angry.