Lol, I had to bounce over to their forums to look (since I haven't played since Cat)...and this thread and the first reply had me blowing soda out laughing...
How does the queue system work? (some text, a complaint, etc) It doesnt.
Well if the MMO trinity is to be in place, rewards for fleet actions need to be reworked, as right now DPS is what they reward off of. The exception being CC, as healing plays a part as well, which leads me to believe they can set up multiple reward conditions if they felt like doing the coding and not just copypasta.
So just curious, with the coming skill revamp. How would you guys feel about bringing the Trinity (tank, DPs, heals) or a more defined soft Trinity to the game? The current meta is just DPs burn down. And from what I remember that was also supposed to be a perk of the game stepping away from the trinity style. Its my opinion that bringing it in the game could be beneficial in a few ways.
A) ground combat and pugging: everyone kinda knows ground combat isn't the draw of this game space is. Because of the way most people play the game as straight DPs we just kinda throw ourselves at enemies till they die or we respawn and try again. That's super tedious and why pugging sucks or one reason why it sucks at least to me. With at least a little bit of a defined Trinity system it could have a chance of improving pugs through teamwork with roles. Because As it stands currently with the dps race it feels like soloing in a party.
stfs wouldn't have to be nerfed immediately after being released for being "to hard" or "it hits to hard". And it could open up more raid like fleet actions in the future. With the current DPs race survivability isn't all that key in pve other than for stf bonuses for the party not wiping. Or when it is key it is because everyone is out for themselves because it's basically just soloing in a party.
I'm not saying only tacs can be DPs engies tank sci heals. But a more clearly defined skill section that provides maybe each for each style of captain. Obviously opinions differ but I want to know how other people would feel about it. Moving away from pure DPs focus to team work and role specializing. Sorry for grammar or any weird wordings my phones auto correct is tedious.
The "Theme" of season 10 so far seems to be the sector space revamp and very little else, revamping the skill tree can not be done as an after thought just to get it into game unless you just want the game to burn. The problem atm is if you jump up in "difficulty" level your NPC enemies are gonna have 5-10x their HP vs a "Normal difficulty" NPC, CC + DPS still seems the most effective way atm to kill a mob of npcs in space when they have a collective HP pool of 5mil+ HP and your teams collective DPS is only 30k or less. [It doesn't matter if you can tank all the enemy damage if you can not kill them in the time allotted]
Well if the MMO trinity is to be in place, rewards for fleet actions need to be reworked, as right now DPS is what they reward off of. The exception being CC, as healing plays a part as well, which leads me to believe they can set up multiple reward conditions if they felt like doing the coding and not just copypasta.
The whole game would have to be redone...well, okay, maybe only 98.9%.
Trinity affects erpers ability to erp and helps pvp....clearly such thing should not exists since this game should only be designed for erpers and people who like to spend fortunes to kill npcs.
The trinity doesn't really exist, and to be honest I feel it's total removal from the design of the game would do more good than not.
We're not troops on the ground with a specific purpose, we're captains flying massive ships that are flexible enough to do anything. An Engineer can tank like a champ in a squishy ship, a Tactical can boost the damage of a cruiser and so on.
The current skill tree is pretty good in that it supports this idea. A captain from any career can spec in attack patterns and weapon damage to deal some good damage. Or they can spec into power levels and repair skills to tank/heal - or spec into science.
The system does need an update so it combines with the spec trees into one complete system from 1 to 60. But I'd hope the flexibility of the current skillpoint grid remains rather than having loads of trees with limited options for customisation.
The trinity doesn't really exist, and to be honest I feel it's total removal from the design of the game would do more good than not.
We're not troops on the ground with a specific purpose, we're captains flying massive ships that are flexible enough to do anything. An Engineer can tank like a champ in a squishy ship, a Tactical can boost the damage of a cruiser and so on.
The current skill tree is pretty good in that it supports this idea. A captain from any career can spec in attack patterns and weapon damage to deal some good damage. Or they can spec into power levels and repair skills to tank/heal - or spec into science.
The system does need an update so it combines with the spec trees into one complete system from 1 to 60. But I'd hope the flexibility of the current skillpoint grid remains rather than having loads of trees with limited options for customisation.
yep you are right ...why have 3 different class types and 3 different ways to play the game....1 experience to rule them all....kill npcs and erp on drozana is already enough ,you dont need healers or debuff class ....its too complex .
Why? What about an Engineer suggests they should be the Tank?
The Cruiser? Sure, can definitely see that.
A ship with a bunch of Eng BOFF abilities? Sure, can definitely see that.
But what does that have to do with an actual Eng Captain?
Seriously...both Tac and Sci could take better advantage of that Cruiser with all the Eng BOFFs than the actual Eng could.
Long before I gave up on the the /facepalm way Cryptic treated the KDF to roll Fed, I gave up on the /facepalm way Cryptic treated Engs and rolled Sci.
I've got Sensor Scan instead of Rotate Shield Frequency - so I can debuff targets so they die faster so I take less damage and require less healing. Hell, can even DOFF it so the targets do less damage. Vs a redundant shield heal/shield hardness subject to diminishing returns?
I've got Subnucleonic Beam instead of EPS Power Transfer - so I can strip buffs and slow down recharges on those pesky boss-type mobs that want to kill folks or are trying not to die. Vs. redundant power/transfer in a game oozing power out the wahzoo?
I've got Scattering Field instead of Nadion Inversion - so I can drop out an AoE Energy Damage Resistance to reduce damage to the precious hull. Vs. drain resistance that's redundant for weapons because of gearing and pretty much pointless when the few enemies that drain do drains that are so easy to cleanse otherwise.
I've got Photonic Fleet instead of Miracle Worker - so I can drop out a little bit of chaff potentially to soak up enemy FAW, CSV, Spreads - take out targetable projectiles - and so many other things that keep the damage away from the group. Vs. a heal that's easily outclassed by BOFF abilities.
I've got Science Fleet instead of Engineering Fleet - and this one is just too painful to do the comparison.
Hrmm, maybe I'll roll an Eng as a Delta Recruit - just to have around, should somewhere in the next ten years or so Cryptic do something about them.
Kind of depends on the game. There are games out there that have the "Fighter/Cleric/Mage/Rogue" thing where each of the four can be Tank/Heals/DPS...as in the system will recognize the build as capable of doing that role, based on the subclass selections made.
Which is the one thing I always find funny in the discussions, usually before they go to Hell...
Like you said there, it tends to Tank/Heals > DPS are a dime a dozen in other games. Here, it's DPS > pretty much all. So folks that were used to a certain level of "I'm the man!" in other games, just hate how it is here in this game. At the same time, folks that might have experienced that "dime a dozen" in other games - would have thought they might have been a little less vindictive and spiteful in this game.
edit: Should note, about the Sci vs. Eng thing, imho - that changes if one is flying a Warbird.
I agree with a lot of your sentiment. Engineers besides Miracle Worker don't really fit what we saw of engineers in the show, were they were more of the macgyver of the starship tech verse. No matter the enemy, while science and tactical fit their archetypes pretty well in space.
We will see what they do with the skill system, hopefully something good, but i don't hold much hope that they will make engineers feel like engineers.
I agree with a lot of your sentiment. Engineers besides Miracle Worker don't really fit what we saw of engineers in the show, were they were more of the macgyver of the starship tech verse. No matter the enemy, while science and tactical fit their archetypes pretty well in space.
We will see what they do with the skill system, hopefully something good, but i don't hold much hope that they will make engineers feel like engineers.
I used to grumble so much when I ran two Eng mains (KDF & Fed)...I kept seeing suggestions for ways to help Eng turned into things that anybody could use instead. It had already been bad enough playing the look at Eng on Ground and then go find where that was in Space...cause it was all pretty much there, just not with Eng. Meh...
The current system provides quite different play experiences on ground for the three captain types. But in space the play style and strategy differences are almost entirely determined by ship, and crew. This is how it should be.
Any move away from the 'One captain can excel in any ship performing any role' meta would ruin STO for me. I like to do everything. I don't like to support multiple characters. As it is the game fullfills these two requirments for me.
More clearly defining the trinity in STO would upset me if it was not done in such a way as to allow us to quick swap between Healer-DPS-Tank with a button click and no cost. Honestly I don't think we need the trinity though.
The problem with trinity, class roles, is that it is not suited for solo play. If you have a tank and a DpS class that have to rely on a healing class, you will have a problem with solo play.
The only way to solve that, is to give the player two supporting ships, based on his own class. When you play the healer, you get a captain that tanks for you and a DpS ship. We will be no longer captains of a ship, but commanding officers with a task force.
Two problems. Can Cryptic get this working? Second, It doesn't resemble the idea of Startrek, a captain and a crew, not small task force. It is too military.
The problem with trinity, class roles, is that it is not suited for solo play. If you have a tank and a DpS class that have to rely on a healing class, you will have a problem with solo play.
The only way to solve that, is to give the player two supporting ships, based on his own class. When you play the healer, you get a captain that tanks for you and a DpS ship. We will be no longer captains of a ship, but commanding officers with a task force.
Two problems. Can Cryptic get this working? Second, It doesn't resemble the idea of Startrek, a captain and a crew, not small task force. It is too military.
The solo experience wouldn't have to change at all, all that's needed to get a trinity system working is a rebalancing of the STF mobs.
The problem with trinity, class roles, is that it is not suited for solo play. If you have a tank and a DpS class that have to rely on a healing class, you will have a problem with solo play.
The only way to solve that, is to give the player two supporting ships, based on his own class. When you play the healer, you get a captain that tanks for you and a DpS ship. We will be no longer captains of a ship, but commanding officers with a task force.
Two problems. Can Cryptic get this working? Second, It doesn't resemble the idea of Startrek, a captain and a crew, not small task force. It is too military.
So tanks in other MMOs simply can't level up without assistance from others? I'm pretty sure that's completely incorrect. Single player content is rarely so hard that it requires outside assistance, regardless of build.
As I've said before, I'd like to see more trinity-based content. Not because I want to see a hard trinity, but because all powers in this game should have a use. Currently most of the go-to powers are the ones that deal significant damage or support the application of damage. When's the last time you saw someone using Aceton Beam, an ability that SHOULD be very useful for support characters and to a lesser extent tanks. Why did so many people complain when the new Tier 6 Command Cruisers only had defensive Comm powers?
As others have said, your role in space is largely determined by your ship choice and bridge officer powers, not your career. It would be nice to see careers fleshed out a bit more, maybe tune up some of the less useful powers *cough*Nadion Inversion*cough* but I'd still prefer the system remain as-is, your ship and power selections determine your role, not your career. I would just like to see the game promote more types of gameplay than "kill them quickly so they can't kill you."
The universe has a wonderful sense of humor. The trick is learning how to take a joke.
I like to see Specializations effect the Captain Abilities like Attack Pattern Alpha, Dampening Field, Fire on my Mark, Sensor Scan, Miracle Worker..... and the others one.
So tanks in other MMOs simply can't level up without assistance from others? I'm pretty sure that's completely incorrect. Single player content is rarely so hard that it requires outside assistance, regardless of build.
Censoredcraft gets around it by making everyone either Pure Damage, or a Hybrid (at no penalty).
Rogues have a Damage, Damage, and Damage option for which role they'll do.
Warriors have Tank, Damage, and Damage for options.
Paladins have Tank, Healer, and Damage for options.
This is my Risian Corvette. There are many like it, but this one is mine.
To address a few points that's come up - no quoting as they're scattered:
1. When I talk Class, in space, I'm talking "role" mostly as per ship. Cruiser = Tank. Escort = DPS. Doesn't matter what the captain at the helm is about (isn't the difference between a Tac-Scort spamming APA and a Sci-Scort spamming sensor scan maybe 1k or so?)
2. Remember: Each ship is a self contained mini-trinity. You will have all three roles represented somehow within each and every PuG.
I'm thinking, for example, a 5 escort group. No tank, so there's gonna be lots of flak flying. However, one ship should clearly put out the majority of the DPS, so we'll call it the "alpha escort" in the pack, and the other escorts would take turns using their couple of heals on the alpha escort keeping it alive, since it's holding aggro in the "tank" position. Sciences would CC and debuff everything to the point that they can take all day killing the same mob and never be hurt, while a full tank squad is whittling away...
Lack of a role doesn't kill the ability to complete the mission - however, it does make it more difficult.
On missions with the "split up" - it depends on the run. Khitomer? CC or escort handles "off side" probe duty while rest of squad works one side. Old-school 4/1 split. That undine 3 lane mission? 3 'Scorts start up each lane, tank and CC pop from lane to lane handling the difficult fight(s). During the "trench runs" of Breech (Voth Citadel mission), does it even matter as the targets die in two shots anyway?
And, if we (re)institute that minute before each run stuff everywhere - that'll give the team a few seconds to figure out who's doing what. No Cruiser? 2 Scis? One sci could swap into a "healing" role and escort that "alpha escort" tossing heals while tossing the occasional buff/debuff/CC shot and the other Sci runs a "traditional" build. Loadout feature (when perfected) would be critical to this (I could have a CC and a debuff BOff loadout, maybe even using the same BOffs, but in those "red alert breaks" I could open window/loadouts/click/close and be in the "new post")...
As I say, a lot of this would be to reinstitute the trinity - even if it's a "real hard trinity" where they slot all heals onto engineering, all CC and buffs/debuffs into Science, and all "raw attacks" into Tactical - but since every ship contains BOff slots from each class, it wouldn't be a "hard trinity" no matter what they do - since at worst you'd always have at least 5 science and 5 engineering powers... more like 10-15 average... :P
Or, we just continue on the path of DPS is king, Escorts pop DPS from high end weapon skills, sciences pop DPS from exotic sources, and cruisers from sheer volumes of weapons fire...
Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
Trinity should burn in hell, where it belongs. It was a stupid idea in the first place to copy such an mechanic from a 1player game to a multiplayergame.
As for the revamp of the skilltree, I guess we either get a merge (which is unlikely due to class specific traits) or a skiltree where it doesnt really matter where you put your points, because the difference it makes is too slim.
Censoredcraft gets around it by making everyone either Pure Damage, or a Hybrid (at no penalty).
Rogues have a Damage, Damage, and Damage option for which role they'll do.
Warriors have Tank, Damage, and Damage for options.
Paladins have Tank, Healer, and Damage for options.
That and Blizzard's way of designing team content is to make it so a boss is as powerful as a full team. Take Diablo for an example, in D2 he has a lightning spray attack that could theoretically kill the entire team at once. did I mention the giant truckload of HP? no? Well he has that too.
How would you guys feel about bringing the Trinity (tank, DPs, heals) or a more defined soft Trinity to the game? The current meta is just DPs burn down. And from what I remember that was also supposed to be a perk of the game stepping away from the trinity style. Its my opinion that bringing it in the game could be beneficial in a few ways.
Just an honest question... how would this help queues?
For example, if you balance the game to "require" (or whatever the intent is) each of the 3 different classes, what happens if you queue up and are missing a class or the classes aren't represented in a balanced way?
This is great when setting up teams as you can put out there exactly which classes you want but how does it work when you don't control your team makeup?
Just requiring DPS is not a good thing, I agree... However requiring the "tank/healer/dps" makeup in a team kills everything but premades.
This is really only an issue with the queued content, which is the least enjoyable content they have in the game in my opinion. With Foundry rewards getting better I'm finding that those, the patrols and battlezones are where I'm spending more time. A bit of story helps break up the monotony of simply burning everything to the ground as fast as possible for me
That and Blizzard's way of designing team content is to make it so a boss is as powerful as a full team. Take Diablo for an example, in D2 he has a lightning spray attack that could theoretically kill the entire team at once. did I mention the giant truckload of HP? no? Well he has that too.
My info on Hugcraft is dated (having left the first week after Cataclysm, after having left Shadowbane during the Throne of Oblivious beta for the Hugcraft beta with everybody I knew)...
...but even the bosses in STO wouldn't measure up to the least of the trashmobs back then. Hell, not even to some of the lower level mobs from doing a solo run in a lower level dungeon.
I despise the MMO Trinity, but I'm a fan of roles and parts of the system STO has in place...but shifting things would get into a Tom likes X and Jerry likes Y thing, as many folks are happy with their extremely easy whether they're just scooting by or they're lobbing thermonuclear grenades into a barrel of goldfish for big numbers.
Don't need the MMO Trinity to make this game even feel on par to whack-a-mole.
Here is a subject i think i can get behind if done propperly and would welcome some changes to this system...... This need to be done before delta toons and the metric cash flow issue that cryptic wants us to buy into
My info on Hugcraft is dated (having left the first week after Cataclysm, after having left Shadowbane during the Throne of Oblivious beta for the Hugcraft beta with everybody I knew)...
...but even the bosses in STO wouldn't measure up to the least of the trashmobs back then. Hell, not even to some of the lower level mobs from doing a solo run in a lower level dungeon.
I despise the MMO Trinity, but I'm a fan of roles and parts of the system STO has in place...but shifting things would get into a Tom likes X and Jerry likes Y thing, as many folks are happy with their extremely easy whether they're just scooting by or they're lobbing thermonuclear grenades into a barrel of goldfish for big numbers.
Don't need the MMO Trinity to make this game even feel on par to whack-a-mole.
Enh, never tried WoW, or D3. I stopped after D2. D2 was more fun with mods anyways.
Part of the way it worked in D2 was that mobs would get an HP multiplier based on how many characters were in the game. It was really bad with fire enchanted enemies since their explosion when they died was a function of their HP(much like a warp core breach) and was nearly an instant kill in games with several players, Assuming you were standing in blast range anyways.
Comments
How does the queue system work?
(some text, a complaint, etc)
It doesnt.
The "Theme" of season 10 so far seems to be the sector space revamp and very little else, revamping the skill tree can not be done as an after thought just to get it into game unless you just want the game to burn. The problem atm is if you jump up in "difficulty" level your NPC enemies are gonna have 5-10x their HP vs a "Normal difficulty" NPC, CC + DPS still seems the most effective way atm to kill a mob of npcs in space when they have a collective HP pool of 5mil+ HP and your teams collective DPS is only 30k or less. [It doesn't matter if you can tank all the enemy damage if you can not kill them in the time allotted]
The whole game would have to be redone...well, okay, maybe only 98.9%.
Hrmmm...so to look back at your posting since just the start of March...
...I'd say you're a wee bit confused about who's doing the whining.
We're not troops on the ground with a specific purpose, we're captains flying massive ships that are flexible enough to do anything. An Engineer can tank like a champ in a squishy ship, a Tactical can boost the damage of a cruiser and so on.
The current skill tree is pretty good in that it supports this idea. A captain from any career can spec in attack patterns and weapon damage to deal some good damage. Or they can spec into power levels and repair skills to tank/heal - or spec into science.
The system does need an update so it combines with the spec trees into one complete system from 1 to 60. But I'd hope the flexibility of the current skillpoint grid remains rather than having loads of trees with limited options for customisation.
yep you are right ...why have 3 different class types and 3 different ways to play the game....1 experience to rule them all....kill npcs and erp on drozana is already enough ,you dont need healers or debuff class ....its too complex .
I agree with a lot of your sentiment. Engineers besides Miracle Worker don't really fit what we saw of engineers in the show, were they were more of the macgyver of the starship tech verse. No matter the enemy, while science and tactical fit their archetypes pretty well in space.
We will see what they do with the skill system, hopefully something good, but i don't hold much hope that they will make engineers feel like engineers.
I used to grumble so much when I ran two Eng mains (KDF & Fed)...I kept seeing suggestions for ways to help Eng turned into things that anybody could use instead. It had already been bad enough playing the look at Eng on Ground and then go find where that was in Space...cause it was all pretty much there, just not with Eng. Meh...
TBPH its the only real way to eliminate the "MORE DPS!!!!" mentality. If healers and tanks aren't needed, why WOULDN'T you get more DPS?
Any move away from the 'One captain can excel in any ship performing any role' meta would ruin STO for me. I like to do everything. I don't like to support multiple characters. As it is the game fullfills these two requirments for me.
More clearly defining the trinity in STO would upset me if it was not done in such a way as to allow us to quick swap between Healer-DPS-Tank with a button click and no cost. Honestly I don't think we need the trinity though.
The only way to solve that, is to give the player two supporting ships, based on his own class. When you play the healer, you get a captain that tanks for you and a DpS ship. We will be no longer captains of a ship, but commanding officers with a task force.
Two problems. Can Cryptic get this working? Second, It doesn't resemble the idea of Startrek, a captain and a crew, not small task force. It is too military.
The solo experience wouldn't have to change at all, all that's needed to get a trinity system working is a rebalancing of the STF mobs.
So tanks in other MMOs simply can't level up without assistance from others? I'm pretty sure that's completely incorrect. Single player content is rarely so hard that it requires outside assistance, regardless of build.
As I've said before, I'd like to see more trinity-based content. Not because I want to see a hard trinity, but because all powers in this game should have a use. Currently most of the go-to powers are the ones that deal significant damage or support the application of damage. When's the last time you saw someone using Aceton Beam, an ability that SHOULD be very useful for support characters and to a lesser extent tanks. Why did so many people complain when the new Tier 6 Command Cruisers only had defensive Comm powers?
As others have said, your role in space is largely determined by your ship choice and bridge officer powers, not your career. It would be nice to see careers fleshed out a bit more, maybe tune up some of the less useful powers *cough*Nadion Inversion*cough* but I'd still prefer the system remain as-is, your ship and power selections determine your role, not your career. I would just like to see the game promote more types of gameplay than "kill them quickly so they can't kill you."
The universe has a wonderful sense of humor. The trick is learning how to take a joke.
Censoredcraft gets around it by making everyone either Pure Damage, or a Hybrid (at no penalty).
Rogues have a Damage, Damage, and Damage option for which role they'll do.
Warriors have Tank, Damage, and Damage for options.
Paladins have Tank, Healer, and Damage for options.
1. When I talk Class, in space, I'm talking "role" mostly as per ship. Cruiser = Tank. Escort = DPS. Doesn't matter what the captain at the helm is about (isn't the difference between a Tac-Scort spamming APA and a Sci-Scort spamming sensor scan maybe 1k or so?)
2. Remember: Each ship is a self contained mini-trinity. You will have all three roles represented somehow within each and every PuG.
I'm thinking, for example, a 5 escort group. No tank, so there's gonna be lots of flak flying. However, one ship should clearly put out the majority of the DPS, so we'll call it the "alpha escort" in the pack, and the other escorts would take turns using their couple of heals on the alpha escort keeping it alive, since it's holding aggro in the "tank" position. Sciences would CC and debuff everything to the point that they can take all day killing the same mob and never be hurt, while a full tank squad is whittling away...
Lack of a role doesn't kill the ability to complete the mission - however, it does make it more difficult.
On missions with the "split up" - it depends on the run. Khitomer? CC or escort handles "off side" probe duty while rest of squad works one side. Old-school 4/1 split. That undine 3 lane mission? 3 'Scorts start up each lane, tank and CC pop from lane to lane handling the difficult fight(s). During the "trench runs" of Breech (Voth Citadel mission), does it even matter as the targets die in two shots anyway?
And, if we (re)institute that minute before each run stuff everywhere - that'll give the team a few seconds to figure out who's doing what. No Cruiser? 2 Scis? One sci could swap into a "healing" role and escort that "alpha escort" tossing heals while tossing the occasional buff/debuff/CC shot and the other Sci runs a "traditional" build. Loadout feature (when perfected) would be critical to this (I could have a CC and a debuff BOff loadout, maybe even using the same BOffs, but in those "red alert breaks" I could open window/loadouts/click/close and be in the "new post")...
As I say, a lot of this would be to reinstitute the trinity - even if it's a "real hard trinity" where they slot all heals onto engineering, all CC and buffs/debuffs into Science, and all "raw attacks" into Tactical - but since every ship contains BOff slots from each class, it wouldn't be a "hard trinity" no matter what they do - since at worst you'd always have at least 5 science and 5 engineering powers... more like 10-15 average... :P
Or, we just continue on the path of DPS is king, Escorts pop DPS from high end weapon skills, sciences pop DPS from exotic sources, and cruisers from sheer volumes of weapons fire...
To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
As for the revamp of the skilltree, I guess we either get a merge (which is unlikely due to class specific traits) or a skiltree where it doesnt really matter where you put your points, because the difference it makes is too slim.
Nah...just the fleet actions and some STF's. But I think your assessment certainly mirrors the reality of the effort needed.
My character Tsin'xing
Just an honest question... how would this help queues?
For example, if you balance the game to "require" (or whatever the intent is) each of the 3 different classes, what happens if you queue up and are missing a class or the classes aren't represented in a balanced way?
This is great when setting up teams as you can put out there exactly which classes you want but how does it work when you don't control your team makeup?
Just requiring DPS is not a good thing, I agree... However requiring the "tank/healer/dps" makeup in a team kills everything but premades.
This is really only an issue with the queued content, which is the least enjoyable content they have in the game in my opinion. With Foundry rewards getting better I'm finding that those, the patrols and battlezones are where I'm spending more time. A bit of story helps break up the monotony of simply burning everything to the ground as fast as possible for me
Captain Ariel Trueheart Department of Temporal Investigations
U.S.S. Valkyrie - NCC 991701
=/\= ================================= =/\=
My info on Hugcraft is dated (having left the first week after Cataclysm, after having left Shadowbane during the Throne of Oblivious beta for the Hugcraft beta with everybody I knew)...
...but even the bosses in STO wouldn't measure up to the least of the trashmobs back then. Hell, not even to some of the lower level mobs from doing a solo run in a lower level dungeon.
I despise the MMO Trinity, but I'm a fan of roles and parts of the system STO has in place...but shifting things would get into a Tom likes X and Jerry likes Y thing, as many folks are happy with their extremely easy whether they're just scooting by or they're lobbing thermonuclear grenades into a barrel of goldfish for big numbers.
Don't need the MMO Trinity to make this game even feel on par to whack-a-mole.
Part of the way it worked in D2 was that mobs would get an HP multiplier based on how many characters were in the game. It was really bad with fire enchanted enemies since their explosion when they died was a function of their HP(much like a warp core breach) and was nearly an instant kill in games with several players, Assuming you were standing in blast range anyways.
My character Tsin'xing