I think the trinity is a base concept. There are all kinds of schemes that people have to befuddle the trinity. Usually in the form of 'classless' methods. With these, ultimately, people pretty much gear towards the trinity. Specialized characters, as a rule, are more effective for most people.
The examples you give are pretty much in line with the trinity. They look mainly like DPS skills to me. Without a healing ability, I think you would find it difficult to get through a more difficult dungeon with strong Bosses.
There is definitely room for support characters, and they usually add to a party. However, the ratio would still be heavy trinity. Many 'pure' support characters might find it hard to get invited into parties. It would all depend on their strength, but first a party will want to cover the basics...ie the trinity.
Getting rid of trinity often means focusing on damage and avoidance. While I am not against that, it just don't feel very mmo-like. And why remove a thing that works?
It isn't about removing the trinity but building on it.
I am not a big fan of the DPS zerg either and prefer teamwork But the trinity is only combat focused and doesn't real expand beyond that.
I think it would be fun to also have adventure type roles for traversal, like maybe the tank can also make a bridge, the DPS also has a grappling hook, or the support can mark and recall with portals. And they all have to work together to navigate a dungeon.
Yes, this sounds good. Didn't Wildstar have something like it? Or role based stories or something?
Wildstar kind of did with paths,
You could pick, soldier, scout, scientist or settler (settler was my favorite because you got to build stuff)
Each had their own side quests and utility options.
They were a cool addition, but Wildstar never made them particularly useful for team play. No team ever requested a scout for instance.
It would interesting if someone did something similar but cranked up the utility aspect and made it more useful for team play.
Comments
The examples you give are pretty much in line with the trinity. They look mainly like DPS skills to me. Without a healing ability, I think you would find it difficult to get through a more difficult dungeon with strong Bosses.
There is definitely room for support characters, and they usually add to a party. However, the ratio would still be heavy trinity. Many 'pure' support characters might find it hard to get invited into parties. It would all depend on their strength, but first a party will want to cover the basics...ie the trinity.
Just my opinion.
You could pick, soldier, scout, scientist or settler (settler was my favorite because you got to build stuff)
Each had their own side quests and utility options.
They were a cool addition, but Wildstar never made them particularly useful for team play.
No team ever requested a scout for instance.
It would interesting if someone did something similar but cranked up the utility aspect and made it more useful for team play.