Edit: This is a kind of rambling post, and it seems a few people have missed the core parts of it. I'm going to change up the formatting so people can see what's important and what they feel they can skip. The 4 Role Model is the centerpiece of this post, and generally speaking of this thread
============================Background============================
I've been playing RPGs since the D&D white box set. I played MUDs throughout the 90s, first on BBS, then later on newly blossoming Internet. I was busy with RL when MMORPGs first came out (UO, Ever Quest) but I had friends that played, so I still got an earful. When my son got interested in CoH prior to Issue 3 I took one look at it and went out and bought myself a copy the same day.
I was familiar with the concept of the trinity from my MUD days and from hearing my best bud talk about EQ. When I started playing CoH there was no need for the trinity in that game, and my first though was "Cool, gaming has evolved". Yet, sadly, many MMO designers still think that you need the MMO trinity to force players to team. This is just not so. Yet, to find the alternatives to the trinity you need to break down the roles of the trinity and compare them to what roles are actually available in the metagame.
==========================Defining the Trinity==========================
The trinity consists, obviously, of the Tank, the Healer, and the DPS. But are those the only meta roles available? My answer is "no". Given that it is possible to improve the stats of players, or disimprove the stats of the mobs we have another role that falls outside the classic trinity. We also have a role where a player can stop the mobs from moving (but not from attacking), prevent them from moving and attacking, or cause them to attack a target other than the one that they (the mob) have selected. My breakdown on the metagame roles then is as follows;
===========================The 4 Role Model==========================
Damage (aka DPS)
Brings the pain to the mobs, reduces mob HP until the mob is dead.
Healer
Replaces HP on friendlies. Again, this is self explanatory.
Buff/Debuff (hereinafter De/Buff)
Improves or disimproves stats such as defense, damage resistance, accuracy, movement speed, recharge speed, etc, etc, etc for friendlys or mobs respectively.
Control
This role controls some aspect of the mob's behavior, who they attack, whether they can move, whether they can attack, and so forth. The trinity tank role falls within this role.
The trinity exists as the dominant model because the De/Buff and Control rolls are not balanced against it, relegating them to background support, usually hybridized with another role (typically the Healer).
The key to eliminating the trinity is balance, specifically balance with the De/Buff role. The De/Buff roll typically reduces incoming damage or increases outgoing damage, though if created innovatively by the devs can have additional functionality. This reduces the need for healing, and should therefore result in Healing being nerfed if De/Buff is buffed. This is, of course, speaking of using pure roles when designing character classes. We'll get back to this when we discuss hybridization.
The Control roll is tricky to balance. The Tank's aggro management needs to be powerful enough to be effective, but not so powerful that the rest of the team is not taking damage at all. Then there is the matter of preventing attacks (hereinafter referred to as "holds" or "holding"). This was so over powered in CoH that the players referred to the game as "City of Statues" until holds were nerffed. Part of the problem is that holds are binary, the mob is held, or they aren't. One possible solution for this to have this particular type of control work as a slow and needing to have it stack sufficiently to become a hold.
========================Summary of 4 Role Model=======================
The key advantage to the 4 Role Model is that no one role is required, yet teaming is beneficial to all. Every role, including DPS, is considered a support role simply because every member of the team is supporting the team.
We've hit on why the trinity is obsolete (it's not required to encourage teaming, and lacks flexibility), an alternate 4 role model, and some of the pitfalls and advantages of the 4 role model.
TL;DR
Come back and read the full thing when you have time. The short version is the trinity is still widely used despite being obsolete.
============================Background============================
I've been playing RPGs since the D&D white box set. I played MUDs throughout the 90s, first on BBS, then later on newly blossoming Internet. I was busy with RL when MMORPGs first came out (UO, Ever Quest) but I had friends that played, so I still got an earful. When my son got interested in CoH prior to Issue 3 I took one look at it and went out and bought myself a copy the same day.
I was familiar with the concept of the trinity from my MUD days and from hearing my best bud talk about EQ. When I started playing CoH there was no need for the trinity in that game, and my first though was "Cool, gaming has evolved". Yet, sadly, many MMO designers still think that you need the MMO trinity to force players to team. This is just not so. Yet, to find the alternatives to the trinity you need to break down the roles of the trinity and compare them to what roles are actually available in the metagame.
==========================Defining the Trinity==========================
The trinity consists, obviously, of the Tank, the Healer, and the DPS. But are those the only meta roles available? My answer is "no". Given that it is possible to improve the stats of players, or disimprove the stats of the mobs we have another role that falls outside the classic trinity. We also have a role where a player can stop the mobs from moving (but not from attacking), prevent them from moving and attacking, or cause them to attack a target other than the one that they (the mob) have selected. My breakdown on the metagame roles then is as follows;
===========================The 4 Role Model==========================
Damage (aka DPS)
Brings the pain to the mobs, reduces mob HP until the mob is dead.
Healer
Replaces HP on friendlies. Again, this is self explanatory.
Buff/Debuff (hereinafter De/Buff)
Improves or disimproves stats such as defense, damage resistance, accuracy, movement speed, recharge speed, etc, etc, etc for friendlys or mobs respectively.
Control
This role controls some aspect of the mob's behavior, who they attack, whether they can move, whether they can attack, and so forth. The trinity tank role falls within this role.
The trinity exists as the dominant model because the De/Buff and Control rolls are not balanced against it, relegating them to background support, usually hybridized with another role (typically the Healer).
The key to eliminating the trinity is balance, specifically balance with the De/Buff role. The De/Buff roll typically reduces incoming damage or increases outgoing damage, though if created innovatively by the devs can have additional functionality. This reduces the need for healing, and should therefore result in Healing being nerfed if De/Buff is buffed. This is, of course, speaking of using pure roles when designing character classes. We'll get back to this when we discuss hybridization.
The Control roll is tricky to balance. The Tank's aggro management needs to be powerful enough to be effective, but not so powerful that the rest of the team is not taking damage at all. Then there is the matter of preventing attacks (hereinafter referred to as "holds" or "holding"). This was so over powered in CoH that the players referred to the game as "City of Statues" until holds were nerffed. Part of the problem is that holds are binary, the mob is held, or they aren't. One possible solution for this to have this particular type of control work as a slow and needing to have it stack sufficiently to become a hold.
========================Summary of 4 Role Model=======================
The key advantage to the 4 Role Model is that no one role is required, yet teaming is beneficial to all. Every role, including DPS, is considered a support role simply because every member of the team is supporting the team.
We've hit on why the trinity is obsolete (it's not required to encourage teaming, and lacks flexibility), an alternate 4 role model, and some of the pitfalls and advantages of the 4 role model.
TL;DR
Come back and read the full thing when you have time. The short version is the trinity is still widely used despite being obsolete.
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