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Isn't this the perfect time to remove the Trinity?

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    fluffymooffluffymoof Member Posts: 430 Arc User
    semalda226 wrote: »
    True enough but I think it could also ease some.of the stigma the game has going on where there are 60 tacs for every sci and eng in the game because it would basically eradicate the red blue yellow lines and allow people to mix it up much more easily.

    This happens in every single MMO. People don't want to tank. People don't want to heal. People want to DPS and do huge numbers.

    I'm sorry, but that's simply how it is. If you look at a simple Warcraft 25-man raiding scenario, it's 2 tanks, 5 or 6 healers, and 17-18 DPS. So scenarios are built around not needing a bunch of tanks. Barring a radical design change, this isn't going away.

    Then combo that with how god awfully stressful tanking/healing is. It isn't the DPS's fault they stood in the goo and died. IT'S THE HEALER'S FAULT. It isn't the DPS's fault for the wipe; it's always the tank's fault. It is literally never the DPS's fault in the DPS-er's eyes. So you get all of the numbers, none of the guilt, and a free blame token for every issue you ever come across with a DPS.

    It's no wonder why people don't tank/heal.
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    alexraptorralexraptorr Member Posts: 1,192 Arc User
    Thing is STO caters to an entirely different demographic than your average MMO junkie, always has tbh.
    Lets face it, STO has very little to offer the MMORPG market if you take the IP out of the equation and most likely would not even be celebrating its 6th birthday.

    Its entirely the appeal of "Star Trek" that makes this game financially viable.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
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    koraheaglecrykoraheaglecry Member Posts: 250 Arc User
    Thing is STO caters to an entirely different demographic than your average MMO junkie, always has tbh.
    Lets face it, STO has very little to offer the MMORPG market if you take the IP out of the equation and most likely would not even be celebrating its 6th birthday.

    Its entirely the appeal of "Star Trek" that makes this game financially viable.

    Buying a new ship, parking it in the ESD Parking Lot so I can go all Headcanon on it and occassionally taking it out for a mission or an STF is all I do in this game.

    Compare that to ESO where Im deeply involved in Crafting, PvPing, PvEing, Delve/Dungeon Diving, Creating Alts with polar opposite builds, Achievement Chasing, Character Customization and RPing.
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    qziqzaqziqza Member Posts: 1,044 Arc User
    edited February 2016
    fluffymoof wrote: »
    semalda226 wrote: »
    True enough but I think it could also ease some.of the stigma the game has going on where there are 60 tacs for every sci and eng in the game because it would basically eradicate the red blue yellow lines and allow people to mix it up much more easily.

    This happens in every single MMO. People don't want to tank. People don't want to heal. People want to DPS and do huge numbers.

    I'm sorry, but that's simply how it is. If you look at a simple Warcraft 25-man raiding scenario, it's 2 tanks, 5 or 6 healers, and 17-18 DPS. So scenarios are built around not needing a bunch of tanks. Barring a radical design change, this isn't going away.

    Then combo that with how god awfully stressful tanking/healing is. It isn't the DPS's fault they stood in the goo and died. IT'S THE HEALER'S FAULT. It isn't the DPS's fault for the wipe; it's always the tank's fault. It is literally never the DPS's fault in the DPS-er's eyes. So you get all of the numbers, none of the guilt, and a free blame token for every issue you ever come across with a DPS.

    It's no wonder why people don't tank/heal.

    and yet they actually still do lol :)

    failure is always an option, that's what makes any success.. a success. so how exactly is

    color="#e69138"]noob, TRIBBLE dps or dik afk'er[/color any different an argument to color="#e69138"]tank, healers or dps[/color fault??

    also.. 1 word for you 'dual spec' who says you cant raid 'trinity style' and still play any way you want?

    the numbers in strict trinity raiding are biased that way they are for a reason, as much for split between players who want to play those roles, as for the most efficient make up for those encounters.

    tanking has always been about 'organised' threat handling, the fewer tanks to pass the aggro around, the more manageable it is, so why would you want more than 2 or 3 tanks in a 25man raid? when you want to maintain a fixed focus for the threat so that the dps can whooped on in concert.

    likewise, why would you want more than 5 healers? 1 for each tank, 3 for the raid.. little raid maths -

    (more healers = less raid damage = longer encounter = enrage timer = very dead raid) =/= (dead raid boss)

    from a coding perspective, it is far easier to set up encounters that don't require a strict trinity, no real need to balance the encounter for it. so i doubt very much that games dropping the trinity are doing so for the sake of the players.. it just works out easier for them, and they can always use the 'we want players to play however they want.. without barriers' card, to make it seem like a good thing.

    but, it isn't a good thing, having a trinity means you have 3 very different career paths, each with their own pro's and cons, and each with different sweet spots in terms of builds and performance. it allows for a greater variety of meaningful play styles within the end game, and allows players extra directions in which to excel.. well, if the game gets it right lol.

    not everyone wants to be a dps king, and in a trek universe, i think its just crazy that everyone is expected too be?

    we are so far from having a recognisable trinity, that if cryptic don't try to redress the situation and bring it back, they may as well just go ahead and lower the hit pools on instance entities, and allow us to run them with boffs instead of player groups.

    it would be a far more enjoyable experience than many a pug i have been in, and lets be honest, there really is little difference between a mission and an stf, other than a bigger hit pool, and the occasional need to split into 2 groups?​​
    Post edited by qziqza on
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    nikeixnikeix Member Posts: 3,972 Arc User
    I play some other big MMOS games that try to remove the trinity.

    Everyone and I do mean EVERYONE being self-sufficient DPS + cross-buffing "Lone Wolves" is not the road to "uniqueness" in my experience. Quite the opposite, actually.
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    semalda226 wrote: »
    Well my real issue is the blatant Power difference in classes atm. I've literally had 4 IRL friends join and try all 3 classes and they all went tactical because it was soo.much more powerful and a common complaint among them was that they wasted a lot of time on useless characters and 1 of my friends spent a massive amount of time creating his 1st character as a Alien Engineer.
    Part of that is simply that the Tac captain powers are simple and easy to use. It's as simple as pushing a button to temporarily increase your DPS.... Subnuke? That doesn't directly benefit you at all. It helps greatly when used right, but it's not a direct benefit and needs careful timing.
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    baudlbaudl Member Posts: 4,060 Arc User
    just to chime in: STO has no trinity. Sure it has 3 classes, but not the concept of tank, healer or DPS to form a grp. In STO you need to have a little bit of all in your build. (actually, tank+heal only as much as needed to stay alive at a reasonable rate...death isn't actually a huge setback)

    this new skilltree seems to enhance this philosophy even more than the old one. If you seem to die too much you will probably specc into a few survival skills, if you do no dmg, you go for the pew pew skillz.
    Honestly, I'd say this new skilltree is not as much a change to current character developement than it is made out to be. It seems to be just another layer of finetuning your character to fit your style of playing.
    Personally I have very similar speccs in the current tree for ALL my captains, regardless of class or ship. (sure, the more sci based ones have a few sci skillz specced, but not extensively)

    a revamp was long overdue anyway since the last one was underwhelming although much better than the very old one.
    Although the very old one wasn't even bad except for the fact that once at max level you couldn't keep on skilling. If it had been like the specialisation system now, it would have been pretty good actually. For example, being able to specialize in every weapon type and ship type...enabling you to switch ships and weapon types without the need to respecc each time to be optimized.
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    valarauko43valarauko43 Member Posts: 227 Arc User
    There is NO "trinity" in the IP which is why it does not work for STO. Show me how many times Kirk and the Enterprise sat around helpless waiting for a science ship AND a tactical ship to come along and save them? No. How about Picard and his Enterprise? It did not happen because the shows/movies were never written that way. Kirk, Spock, McCoy, Scott, Sulu, Checkov, and Uhura and others solved the problems on their ship. There was no sitting around waiting for a "DPS'er" and a "healer" so they could get their jobs done. Have you played through the episodes? Were you EVER told that you could not proceed w/o the other two parts of this so-called trinity? No, because it does not exist in the IP and is not written to be a thing in STO even though this is an MMO. You play and get the "job" done with whatever ship/crew you chose and there is no need to arrange for this "trinity". Are you suggesting that the game should be unplayable unless you have the perfect three ship team of DPS, Tank, Healer? You know that by virtue of chat channels and the foundry you can play the way YOU want. Find that team and go do it and if the episodes that are written by the dev team don't support that team play, use the foundry and write your own, Maybe STO should not even be an MMO if it can't chain itself to the trope? Remember that Kirk was a Tac in a Tank. Picard was a scientist (archeology) who went Tac in a Tank. Captains, I do not say these things to be personally critical of the OP or any responders, but there is no trinity to be removed. Let us play the way it looks onscreen in all it's glorious self-sufficiency, and if YOU WANT to team up with people...have at.
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    jexsamxjexsamx Member Posts: 2,802 Arc User
    I wasn't aware STO had a rigid Trinity. Yeah class gives you some direction, but between Specs, traits, Rep traits, and full freedom in your choice of ship, your class really isn't that big of a factor.
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    davefenestratordavefenestrator Member Posts: 10,545 Arc User
    ^ exactly. The trinity is on your ship, in your boffs.
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    keladorkelador Member Posts: 318 Arc User
    The trinity system fits with the Star Trek universe each captaining starting off in X career before moving to command. However over the years STO has done zero effect into gearing the content towards a trinity system and in fact the content heavily favors DPS and with people whining that the content became too easy the dev's responding with increasing the NPC's HP and DPS outpout and raised our ability to have higher DPS outputs from our ships and they kept with the trend and thus the game has become you might aswel be a tactical captain as we dont need tanks or healers.

    I would like the devs to focus on the game content and and improving it so that the trinity system becomes relevant again, Improve the NPC's AI and more detailed objectives to the STF's that require team work and not just 5x DPS ships.
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    cbrjwrrcbrjwrr Member Posts: 2,782 Arc User
    People will naturally gravitate to what gets through the quickest or for the best reward; the problem is all content in STO requires damage to win.

    So, make stuff that doesn't require damage to be won...
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    davefenestratordavefenestrator Member Posts: 10,545 Arc User
    kelador wrote: »
    I would like the devs to focus on the game content and and improving it so that the trinity system becomes relevant again, Improve the NPC's AI and more detailed objectives to the STF's that require team work and not just 5x DPS ships.

    As bad as the queues are now they would be much worse if you had to wait hours for a 2 Tanks and 2 Healers to join the queue.
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    tc10btc10b Member Posts: 1,549 Arc User
    edited February 2016
    As bad as the queues are now they would be much worse if you had to wait hours for a 2 Tanks and 2 Healers to join the queue.

    I don't know, people who made the "mistake" of rolling Engineer or Science might actually start to queue if their team mates actually valued their input rather than simply quitting out because it's not a full flight of Tacs able to complete the queue in less than a minute.
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    lazarus51166lazarus51166 Member Posts: 646 Arc User
    semalda226 wrote: »
    It's already enforced which is silly when you look at captians like Picard, Kirk, Janeway and the others. You don't see them as Tactical Engineering or Science but a rather diverse mix

    What? Kirk was an engineer, Janeway was a science officer, Picard leaned heavily toward a science officer

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    alexraptorralexraptorr Member Posts: 1,192 Arc User
    And Sisko was an Engineer flying an Escort!
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
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    nikeixnikeix Member Posts: 3,972 Arc User
    What? Kirk was an engineer, Janeway was a science officer, Picard leaned heavily toward a science officer

    All true. But Riker? #tacticalforlife!!

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    trejgontrejgon Member Posts: 323 Arc User
    nikeix wrote: »
    What? Kirk was an engineer, Janeway was a science officer, Picard leaned heavily toward a science officer

    All true. But Riker? #tacticalforlife!!

    Pikard was also redshirt :P

    but then personally best captain is engineering captain :P
    [and then lets remember that Redshirt Scotty was MAIN ENGINEER on enterprise in STO.....
    fluffymoof wrote: »
    semalda226 wrote: »
    True enough but I think it could also ease some.of the stigma the game has going on where there are 60 tacs for every sci and eng in the game because it would basically eradicate the red blue yellow lines and allow people to mix it up much more easily.

    This happens in every single MMO. People don't want to tank. People don't want to heal. People want to DPS and do huge numbers.

    I'm sorry, but that's simply how it is. If you look at a simple Warcraft 25-man raiding scenario, it's 2 tanks, 5 or 6 healers, and 17-18 DPS. So scenarios are built around not needing a bunch of tanks. Barring a radical design change, this isn't going away.

    Then combo that with how god awfully stressful tanking/healing is. It isn't the DPS's fault they stood in the goo and died. IT'S THE HEALER'S FAULT. It isn't the DPS's fault for the wipe; it's always the tank's fault. It is literally never the DPS's fault in the DPS-er's eyes. So you get all of the numbers, none of the guilt, and a free blame token for every issue you ever come across with a DPS.

    It's no wonder why people don't tank/heal.

    last time I checked it went like this:
    Tank died? healers fault
    Healer Died? Tanks fault
    DPS died? DPSs fault
    [cause if dps pulled enught aggro for anything to target him then its his fault as in most WoW-like mmos DPS are glass cannons to the point when there is nothing healer can do to safe them if the boss farts in their overal direction]

    and then I know alot of folks who in all mmos enjoy roles of tanks and healers....

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    alexraptorralexraptorr Member Posts: 1,192 Arc User
    edited February 2016
    Yeah I mean a glass cannon Defiant really does not at all fit with Star Trek canon, as she's a "tough little ship".
    In fact, both the Defiant and Prometheus are pretty tanky as they are the ONLY ships in all of Starfleet that have Ablative Hull Armor integrated into their design.
    And then we have the Akira class which is actually quite a large cruiser type ship, anything but a glass cannon.

    Bottom line is: The MMO trinity just does not make for a good "Star Trek" game.
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
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    nikeixnikeix Member Posts: 3,972 Arc User
    trejgon wrote: »
    last time I checked it went like this:
    Tank died? healers fault
    Healer Died? Tanks fault
    DPS died? DPSs fault

    A slightly more useful pooch-was-screwed flowchart might read

    Tank dies while healer has mana left -> Healer's fault.
    Tank dies while healer is OOM -> DPS's fault (fight taking too long)
    Healer dies before tank -> WAKE UP, TANK!!
    DPS dies before tank -> quit pulling stuff off the dank, dumbass!

    There are situational variations of course, but assuming nobody's standing in an easily avoidable cloud of death...
    and then I know alot of folks who in all mmos enjoy roles of tanks and healers....

    My rule of thumb is~
    70% prefer DPS over other roles (some are willing to play other roles for the good of the group).
    20% prefer healing over other roles (most are willing to play other roles)
    10% prefer tanking over other roles (almost all of them are willing to swap)

    And by definition only the top 10% are in the top ten percent of skillfulness... which means there's a gawdawful huge number of DPS poser/wannabes out there ;).


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    orangeitisorangeitis Member Posts: 5,222 Arc User
    The good thing about "the MMO trinity" IMHO is that it gives us diversity. Limited diversity though, admittedly, but that's where I think the trinity doesn't fit. I think that playstyle diversity should extend beyond just 3 archetypes. 7? 12? I don't know how many would be perfect, especially for this game, but eliminating the trinity certainly doesn't eliminate diversity. It could expand diversity instead of just making everything just DPS classes.​​
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    nightkennightken Member Posts: 2,824 Arc User
    personally I would prefer some kinda role besides dps having some importance. complain about the trinity and wow, which is not the only game to use it not even close, all you work but it works and .
    orangeitis wrote: »
    The good thing about "the MMO trinity" IMHO is that it gives us diversity. Limited diversity though, admittedly, but that's where I think the trinity doesn't fit. I think that playstyle diversity should extend beyond just 3 archetypes. 7? 12? I don't know how many would be perfect, especially for this game, but eliminating the trinity certainly doesn't eliminate diversity. It could expand diversity instead of just making everything just DPS classes.​​

    in theory it could, but that never survives contact with the players who want to do everything they can to not play the game while playing the game. and the trinity is somewhat miss named I have seen games basiced on it go up 8 or 9 roles with diffferent ways of playing those roles. i.e. regan tank, mitigation tank, avoidance tank. compare to non trinity based games which tend be to be dps and those other guys who are useless.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    davefenestratordavefenestrator Member Posts: 10,545 Arc User
    edited February 2016
    We have diversity now in how you achieve your DPS -- cruisers with BFAW, tacs with DBBs or DHCs, torp boats, SCIENCE! ships with grav well III. Engineers in tacships keeping them from exploding with Miracle Worker and Rotate Shields, science captains in tacships using Scattering Field and Photonic Fleet. The list goes on.

    BFAW cruisers are looked down on as the "I win" button, but it's training wheels that helps the casuals and less good players contribute to the team. Once you outgrow them there's other ships to fly and boff powers to use.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    Okay for the most part I would not mind seeing more focus on making the trinity aspects in the game that exist more meaningful and worthwhile in content, but not a full on rigid trinity. Having content that needs a varying degree of trinity involvement from content that having the trinity is viable yet not needed, and then other content that actually requires it, but also having all the degrees between these two extremes as well. I would not mind seeing some raid-like content that has more complex an interesting combat an interactions in it would be nice as well.

    Now for classes/careers I would like a form of subclassing that uses a system almost like rift has at it's core in ways. Examples would be like that many of your strongest an most career defining abilities are gained an attained from choosing as well as leveling in your main-focus career, while then you may place points into a second sub-career (tactical, engineering, science) of your choice gaining abilities in it's ability root line of that respective career based on how many points you place into it's talent tree. Some of these could be things like a career specific bonus effect while brace for impact is active, but these would either be reduced or non-core things of the career you subbed into. The reason I like this is that a officer is not going to always just focus all their attention into one area, some will take courses an training in other careers to gain better understanding of those areas, or even just to expand their ability to work across the ship in a multitude of areas. Also this could allow them to make it that if a tactical officer wants to be just as/nearly as effective in healing they would need to talent into science for those bonuses making it be that you give up some power for survivability, while a science officer could sub-spec into tactical for better offensive ability. They would need to spread out some of the power condensed into tactical into other careers to make subbing effective an worthwhile, like maybe that tactical buffs largely effect just weapon damage unless you spec into science learning from it hwo those could be amped up via your own buff. While done right htis could also lead to more diversity in what types of ships are released, by making other ship types more valuable an desired via changes that benefit those ships more.
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    seaofsorrowsseaofsorrows Member Posts: 10,918 Arc User
    This game doesn't have a Trinity to remove.

    Right now you have 2 different type of DPS classes (Tactical and Science) and one that can't really do much of anything. There is no 'healer class' because everyone takes care of themselves, and there is no 'Tank' because the best way to 'Tank' in STO is to blow up your enemy before they can hurt you.

    I would be in the minority, but if anything, I would want more stress on a Trinity and not less. Say what you want about a Trinity system, but at least it establishes clear roles of each career path, something STO simply doesn't have. Tacs have been king forever, now Science is stepping up with Particle Gen and GravGen builds, which is great, but they're stepping into the spotlight by finding new ways to do what Tacs have been doing this entire time. Engineers are just along for the ride.
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    lianthelialianthelia Member Posts: 7,843 Arc User
    I think they should take this time to enforce the MMO trinity myself, but I know not everyone likes it

    If I wanted Trinity, I'd go play WoW. No, thank you - there's a reason I like this game and not WoW. STO would be imho better off without that.

    Perhaps...but if the game was to dump the trinity...it would need to be rebuilt from the bottom up...the game is better off with the trinity unless they completely rebuild the game.

    Lets face it...
    Engineering powers are mostly for healing and buffing ones self = Ideal for tanks.
    Science...CC and healing = Ideal for healer
    Tactical...pure damage = Ideal for DPS

    The game is in a dead zone right now...a lot of it is built around the trinity...but the game doesn't use it.

    So personally, though I know it isn't going to happen...the game needs to be rebuilt ones way or the other...either to support the trinity or redone around the premise that the game is pure damage.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    edited February 2016
    Not sure i would say the trinity does not exist, but more that it is not implimented an used in content largely, leaving it in a state of disarray an stagnation. We have the tools to be tanks, healers using different methods to do that role based on our career. Yet the need to use this in a trinity type way is just not utilized in the game design an content largely. With some more focus on the trinity in it's varied incarnations not merely the tried an true method of the holy trinity we might get some more interesting an varied content, maybe even group-story missions actually built with being in a group to do and complete.
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    ltminnsltminns Member Posts: 12,571 Arc User
    If you're Catholic, NO!!!
    'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
    Judge Dan Haywood
    'As l speak now, the words are forming in my head.
    l don't know.
    l really don't know what l'm about to say, except l have a feeling about it.
    That l must repeat the words that come without my knowledge.'
    Lt. Philip J. Minns
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    kavasekavase Member Posts: 771 Arc User
    Interesting, and something that has been talked about before.

    The game has gone in a direction to go to the path of least resistance to get money. Feds + Tacs. They are the most recognized in the game. Cryptic own numbers suggest this and the direction of the game does as well.

    Feds have been and always will be the primary focus for releasing new goodies. Tacs have been benefiting from the game design. Faster DPS = faster completion of content therefore getting faster rewards. What's more interesting is even those who have very high DPS can still heal and tank and because the targets die faster, they don't get hit as often.

    It'd be nice to see something change, but, based on the age of the game and where money talks, it's kind of hard to see it any other way anytime soon.
    Retired. I'm now in search for that perfect space anomaly.
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    kodachikunokodachikuno Member Posts: 6,020 Arc User1
    the unholy trinity should never have been invented and needs to be purged from the mindset of gamers AND devs alike
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