As we can see from content in CO, theres clearly more things possible with the powers in the game than simply healing, drawing aggro, and doing damage.
So why all this discussion about trinity? we should be talking about ROLES. and in CO I can see 6 roles, and combinations of them.
The roles I see in CO are:
Tank
DPS
Healer
Buffer
Debuffer
Crowd Control (which sucks and needs improvement)
I think the game should fully support all 6 of these roles and combinations of up to 3 thereof.
Ideally, the combinations which are most effective should involve one of the top 3 roles and one of the bottom 3 roles for balance reasons.
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That leaves debuffer -- but defense debuffs are usually damage type specific and just get tacked on to dps and tank, and offense debuffs have quite minimal build requirements (they work just as well regardless of role, passive, or superstats). There's some exception for spec tree debuffs, but usually the way they fire is linked to another role.
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You would need to buff them up to COX levels to have a true 6 roles. The kind of buffs defenders had, and debuffs corrupter had, and cc controllers/dominateors had could be dangerous in a FF system though so it would be a tough balancing act.
These kind of powers would have to be fairly weak on their own and be heavily reliant on stance, passive, toggle and stats to keep them out of the hands of dps builds.
Currently tank, dps and heal are the only roles that are truly effective and reliable.
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Uhh you have that now. And those roles were still the same roles as the "hated" trinity. If you think buffing and debuffing don't matter, then you really are ignoring a lot of builds that use these to startling effect.
And quite frnakly, CC was overpowered in CoH, since you could lock down pretty much anything indefinitely.
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My super cool CC build and how to use it.
Are you saying that 6 roles is still "trinity"? Your putting words in my mouth.
I never said "debuffing doesn't matter" or that "builds don't use de-buffs effectively". I just don't feel that debuffing in CO in and of it self is enough to define a character or constitute a stand alone role.
Here are typical examples of buff/de-buffing in CO: These buffs/debuffs typically serve the user more than the rest of the team unless the team has synergistic damage types. We are talking about "roles" here and to me, buff/debuff as a roll means a build/toon whos primary purpose is support via buffs/debuffs. Just because PA (EDIT:or or FIRE ) can debuff does not mean I would classify it as a support toon. This ties in with my previous point my previous point.
The line between buff/debuff and other roles can be blurry especially in CO, but CO tends to make buffing/debuffing 2ndary to one of the 3 trinity roles instead of going far enough to be its own role.
Whats your point? CC was powerful enough to be a stand alone role in COH. The same is not true in CO as the OP agrees. I'm not speaking to the balance of COH and I doubt you want to make the case for CC being effective enough in CO...
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Actually I never put words in your mouth you said buffing and debuffing was too weak. Furthermore, my point is CC should not and hopefully will never be that strong in Champions. CC is not about perma locking down groups of mobs, it should be about control, which also includes debuffing, slowing and so forth. If you want to build a pure buff/debuff/cc character you can do that here, but you will have to come to terms that buffing and debuffing tend to be more proactive here than CoH which was just a glorified buff bot with most controller builds, and many defender and corruptor builds as well.
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Yes, there are a few small tweaks that CC needs, but let's not say crazy things like CC isn't good enough to be considered a role here.
My super cool CC build and how to use it.
I do admit I could have been more clear.
We are talking about roles not builds and role dedicated buffs/debuffs/heals tend to be stronger in most MMOS. For example, fire snake is a respectable debuff but isn't any thing a fire blaster wouldn't have and doesn't really help the team if no one else has fire dmg. In my mind, a support fire snake would have expanded properties when used from support stance with maybe a support passive/toggle that would benefit more than just fire wielding players.
you will forgive me for assuming that the OP had properly set the tone for the context from which I spoke about powers just like I will forgive you assuming that i think buffing and debuffing don't matter. I have ego storm and knock back on my melee dps toon, that doesn't make him a controller.
CC based toons are rare for a reason... This isn't crazy talk, this is common knowledge. This thread is bout roles/trinity and your talking bout soloing grab alerts... CC is safe for soloing but that doesn't mean its good for team support in 99% of the game (the other 1% being TA). If you want to ego sleep mobs and ego sprite them to death for hours that's your prerogative.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Also, ego sprite to death for hours? You're doing something wrong good sir, looks like I know what one of my future hints&tips videos needs to be about.
My super cool CC build and how to use it.
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
I think the other thing necessary for making this a reality is to look at how how mobs are designed.
Many have brought up how TA makes CC feel relevant. Since the mobs in the boss fights respawn as fast as you can kill them, its more effective to just CC them. How much more can various roles be embellished by simply changing mob design without even touching the powers them selves?
I have already spoken at length about this in another thread, so I will just shameless quote my self:
PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
The thing is, Trinity still exists in CO partly due to the roles. Hybrid is there, but not so much as Hybrid is itself a formal 'duty' w/ predetermined expectations, as much as its a medium between >1 roles (which will always be possible in a FF system). But ya can't really 'specialize' in debuffs and CC atm. Ya can take the Support role to max that atm, but then ur also dealing w/ Support's limits. Just cause ur a CC'er and/or debuffer doesn't mean you are a healer as well- yet Support means ya pretty much can't reliably hold aggro to off-tank, and doing passable dps is still tough.
An example of what a Utility role could do:
+duration time on all debuffs/DoTs
+CC strength
+dmg against CC immune targets
-dmg taken from CC immune targets (smaller boost, so Tanks don't get jealous)
-charge time cast for primary CC powers and/or -cd time for primary CC powers
and maybe add a unique mechanic that has you emanate a brief 50-100ft +dmgRes aura when you get CC'd or knocked
Something like that. The CC immune stuff would also apply to CC-able mobs that have a full resistance built up.
- Be safe and have fun, champs - for science!
- Hybrid role - Synergy: Gain an effect that depends on the type of passive you have currently slotted.
Defensive: boost dmg and dmgRes by a moderate amount for a short time, and restore a small amount of energy
Support/Hybrid/no passive: boost dmg and healing by a moderate amount for a short time, and restore a small amount of energy
Offensive: boost dmg by a larger amount for a short time, restore a small amount of energy, and reduce your threat on your current target
- DPS roles - Ravage: You go into a frenzy- greatly boosting your dmg, ignoring CC/knock effects, and healing a small% of health every second for a short time. Attacks deal no threat during this time.
- Tank role - Demoralize: Taunt your target and all targets nearby, generating a large amount of threat on each and lowering their dmg by a flat 20% for a short time. Also interrupts enemies that are CC-able.
(get rid of the role's 20% energy penalty btw)
- Support role - Savior: Rush to an ally target, healing in a 50ft area around them and resing any nearby fallen allies for 10% of their health. Can be used on/around self, w/ no travel component.
- Utility role - Warp: Attempt to stun the target, refreshing all current debuffs on them and spreading them to nearby enemies. However, you also are afflicted with Frazzled.
-> Frazzled: a short (2-3-ish sec) self-stun that ignores CC resistances and does not stack them. Can be used to proc Utility's dmgRes aura.
- Be safe and have fun, champs - for science!
I feel like this would be counter-productive to what you're trying to accomplish.
My super cool CC build and how to use it.
Either taking damages (tank), dealing damages (dps) or managing damages (support).
Want something different? Don't play damage-based contents...
because most people want to say to say " look how big my dick is.. I mean, how damage I do. haha, your's is 2 mm shorter, you noob."
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Point being, the last thing we need is to add even more roles, and thus, content based around making those roles useful when the matchmaking system can't even pair the 3 roles we have together worth a damn.
This is all the reason anyone needs for not doing trinity or role stuff. Plus, how would you even force a role queue system when FFs exist and can fulfill multiple things or be self-sufficient. Or someone with OP gear / build that can probably out dps most in tank role with a tank passive.
[at]riviania Member since Aug 2009
My super cool CC build and how to use it.
My Archer is a CC build... running in Ranged DPS....
My Telekinetic is a CC build also running in Ranged DPS...
I've got a Shielder who runs in Support but would be better suited to a Buffer role since she doesn't actually have direct heals...
I've got a Sigil Spammer that uses a AoAC and currently runs in Support though she's be far better suited to Buffer or Debuffer and it'd save me the headache of "why didn't you heal me?" When I flat out tell people at the start of every group I run with her "stand in my sigils if you want heals" because her only direct heal is a PBAoE...
And many more CC/Buff/Debuff builds that I run in Hybrid or DPS because of passives &/or people harassing me about not healing them...
Expanding the number of roles we have available is less about removing the perception of the trinity and more about epnding the freedom players have in their builds. Despite the fact that we can build whatever we want, the role we pick creates a perceived expectation from others and any of us who don't fullfill that expectation have to deal with rage and harrassment from many other players for not healing them or take a huge impact on our chosen build focuses effectiveness for picking a role that doesnt grant it a bonus.
This is a QoL change that is needed... even if the 3 new roles are carbon coppies of Support with differnt names/icons it'd still be worlds better than people having a misconcieved expectation that you are a healer... Support role will ALWAYS have the stigma of "healer", that won't change... we need a new set of roles for non-healer support builds. Buffer, Controller, & Debuffer are the 3 primary forms of non-healer support and deserve their own roles... Though Buffer & Debuffer could probably be merrged into a single role...
Personally I'd like to see these new roles counted as Hybrid when it comes to variety of passive available, but support when it comes to Sorcery Aura's. Controllers need the high CC buff more than anything else... Buffer/Debuffer could be tricky since any role specific buff for them could be disasterous, though Bonus Healing is still valuable for them since a Shielder would be better suited to the Buffer role than Support and benefits from Bonus Healing still...
Controllers should be represented by a set of Chain Links
Buffer/Debuffers should be represented by a pair of Arrows one going up the other going down.
The game doesn't actually know what it wants to be when it grows up, so it's trying to do everything at the same time.
Specialist would be ATs. There is no matchmaking for them even though content that has certain requirements exist. Even stuff like Warlord would be much more pleasant with an all AT team if there was a role check. Even for FFs, not everyone is rocking an OP beast that can solo the world. I bet a whole lot more people would do F&I or TA if they could role queue. Why even have stuff like that have a PUG option when it could so easily be a disaster if no one can heal or tank?
The roles we have aren't supported with basic tools like LFD, what good will it do to have more roles?
"[...] I find myself forced to run in Hybrid role to avoid the ire of DPS & Tanks who think I should magically be able to heal them simply because I'm running in support..."
I've only encounter a few idiots that don't know anything about the FF system. They were thrown on ignore without a second thought.
[at]riviania Member since Aug 2009
Consider my Pet Master a Hybrid of Buff (Ebon Destruction, Overseer Aura) Debuff (Trapped and Impact from Overseer, Hex of Suffering) Slighty CC (Hex of Suffering Rune of Lethargy ROOTS) Healer (Arcane Vitality) and DPS (Pets, Skarn's Bane, Eldtrich Blast)
Yeah I didn't want to be 100% Pet Build and just being my Pets' Hitbox, and I still hate getting the Agro in the whole PUG
My "New Telepathy" DoT Character is running in Ranged DPS, despite using Manipulator because whats the point?
This reminds me of some dude in a Grab PUG who was bugging me during the whole Alert, he wanted me to Switch from Hybrid Role to Tank role in my LVL 40 character because I was using Invulnerability
Still Tanked the whole alert and the Boss >_>
And Im like: sorry do you know more about my character than I do? a character who was made in CO universe for 3 Years now?
I swear I run into some of the worst people in PUGs...
Is it bad that I kinda wish they would change the role icons for ATs to AT icons?
The game briefly mentions block as a thing you do sometimes when prompted, and pretty much never presents the concept of kiting or range dancing. A simple tutorial segment where you have to hop in and out of the range of some mobs, and run around while something chases you, would possibly do worlds of good in educating players about how big a part of gameplay kiting can be. Another segment where defender says "If they turn their attention to you, block like your life depends on it, it's the only way you'll survive!" and then have mobs that are scripted to drop aggro on Defender and attack the player every few seconds would teach players that block is a big deal.
As for "role queing", that could be a neat feature, but I'd rather not wait for my alerts to pop until someone ques as a tank or healer
I think a simpler solution might be to just get rid of those role icons next to our portraits. I mean, when I que for Grabs as my healer I can pretty much make a group unkillable, but I'd prefer it if when they see the little + next to my portrait they don't just assume they can charge in and face tank because maybe I'm getting a cup of tea at that moment.
My super cool CC build and how to use it.
I do think the new team is trying to properly balance things. I do not envy them. And I also get the sense that they are sometimes as confused as the players about what this game actually is. It's going to be up to them to set a direction and a design philosophy.
Which I think is happening slowly right now.
Because of the FF system tossing in controls and debuffs on the level that COH had would be a nightmare. Most of the buffs in this game are passives while the debuffs are tied to particular dmg types and frameworks. This is becoming even more the case due to recent adjustments.
Which is a good thing.
But when it comes down to it.. the reason we are all confused is that the game itself is in a of state confusion. We can't really know what to expect until the re-balancing is done and the dev vision for this game is clear to players. So conversations are basically pointless until all of that is done.
My super cool CC build and how to use it.
My super cool CC build and how to use it.
1) This game's energy regen system is ****. No seriously, the concept of grossly-weak energy builders for dps, and fuel-my-fire regen for tanks is just awful. If someone out-threats me in the tank role, my energy regen is a lot gimpier since I need to block hits/take damage to get decent energy regen. Seriously, who's the moron who thought this was good design?
2) If there's other decent tanks (it happens a lot and it's really annoying) then I just fall back into dps. Yes, I actually designed my character to do both because this game's matchmaking system is such garbage.
Oh well
My super cool CC build and how to use it.
Meanwhile, there are (to use your non-quantifying language) also "lots of tanks" who complain about not being able to hold threat against really high DPS. The point I was trying to make is that it's bad design to base tank energy regeneration around taking damage (fuel my fire, force sheath, defiance, blocking, etc) while gimping their offense-based energy regeneration (energy builder, etc). It creates a sort of feedback loop by which the tank falls further and further behind in threat generation because he/she cannot do as much damage due to reduced energy regeneration.
To use myself as an example, if things are hitting me, my energy is pretty much bottomless and I can keep nearly-100% uptime on all abilities. Threat generation remains stable and the fact that I even have an energy builder button is meaningless. However, if things aren't hitting me, I eventually run out of energy and have to work the energy builder, which is so meaingless in terms of damage and threat that it feels more like I'm stopping to catch my breath. Sure, I can crippling challenge some attention to myself for a bit, but unless those few seconds are enough to climb back to the top of the threat tables, it's back to ineffective, low-energy mode. All I can really do is hope that the offending DPS hurries up and gets smoked so I can take over again.
To put things in perspective even more, try to imagine this hypothetical situation: A DPS character with better gear than the tank is generating 99 threat per second. The tank generates 100 threat per second while taking hits due to increased energy generation, so this keeps him (barely) on top of the threat tables and there's no problem. However, if that same DPS gets several seconds ahead of the tank, then said tank is going to fall further and further behind with threat, despite crippling challenge's occasional taunt since, as far as I know, it only forces the target to attack the user for X seconds.
Hence why I call this game's energy regeneration system "bad design."
In WoW, taunts place you at the top of the threat tables immediately in addition to forcing the target to attack you for X seconds. Also in WoW, tanks generate way more threat than they do in CO. 900% increased threat vs CO's lousy...110%, is it?
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My super cool CC build and how to use it.
My super cool CC build and how to use it.
Am I missing something here????
As for solving the problem? No, hardly. If anything people like you are part of the problem. You defend broken mechanics as "fine" in spite of other people's experiences. The problem I attempted to outline in my previous post isn't based on opinion. Stating that "tanks have reduced energy generation when they're not taking damage" is an observable fact. It's based on direct observations and a basic ability to read and understand numbers. Do keep up, please.
That problem could be easily fixed by having tank threat gen boosted significantly though...
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See here's where we get to the other issue. As stated by someone else above, tanks give up some DPS for survivability, which is fine because that's what tanks do in all mmos. Crippling challenge/challenging strikes don't close the threat gap as much as they should.
Anyway, I have powers that I can sustain near-indefinitely, and those are what I use when I'm stuck as pseudo-DPS because of excess tanks in a given group with better gear than me. However, with all that extra energy regen that I receive from getting hit, it makes sense to grab slightly more expensive/powerful powers to close that gap even further, doesn't it? Seems like it would be wasting potential energy not to.
So then, you take away that extra energy for getting hit and...boom. Performance plummets. Because it is bad design. A tank's job is to take hits for the team and mitigate those hits in a way that keeps everyone alive. If their ability to perform this role is compromised by their energy regen mechanic (which it is in certain situations) then yes. It's bad design.