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The Trinity, Soloing and the MMORPG. Are the exclusive?

EllieAnneEllieAnne Seattle, WAPosts: 23Member

I've been reading the threads and two ideas seem to be very popular topics for conversation.

1)  The death of the Trinity (healer, DPS, tank)

2)  The diminishing element of multiple players in a multiplayer game.

I think a good example of this is SWTOR where because of your companions you can level from 1-50 without ever having to be in a group.  But with the Trinity, there was always grouping.  My priestess would duo with a warrior or a tank would have 1 or 2 DPSs and maybe a healer if doing a dungeon.  It struck me that maybe these are related.  I havn't played GW2 (because it is sold out) but it seems to me that as games move towards jack-of-all-trades instead of specialists that the gameplay will become more just ORPG.

Comments

  • LoktofeitLoktofeit Stone Mountain, GAPosts: 13,654Member Uncommon

    How do you explain UO, EVE, ATITD and Puzzle Pirates? Each of those games has extensive solo gameplay, however they have strong communities and more collaboration/interaction outside of the guild unit than most MMOs.

    Your assumption seems to be that grouping = interaction, and your conclusion based on that seems to be that solo play removes the "MM" part from the equation. Both are false.

    There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
    "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre

  • BladestromBladestrom edinburghPosts: 4,942Member Uncommon
    Bear in mind there are skill synergies to be had, so grouping still provides a different experience. In addition when you group with friends you do tend to play differently, so more satisfying potentially.

    rpg/mmorg history: Dun Darach>Bloodwych>Bards Tale 1-3>Eye of the beholder > Might and Magic 2,3,5 > FFVII> Baldur's Gate 1, 2 > Planescape Torment >Morrowind > WOW > oblivion > LOTR > Guild Wars (1900hrs elementalist) Vanguard. > GW2(1000 elementalist), Wildstar

    Now playing GW2, AOW 3, ESO, LOTR, Elite D

  • EllieAnneEllieAnne Seattle, WAPosts: 23Member
    Really good article and when he wrote about class independence of role it started me thinking.  What about having each class be able to do all three roles of the triniity based on what skills are chosen.  For example as a priestess I can be a healer (healing and group buffs), a tank (self heals, magic armor) or a DPS (think water mage) OR go for the all-around soloer by picking a few skills from all three.  A rogue could be a corpsman for heals, assassin for DPS or a blade dancer (can pull agro and dodges attacks) as a tank or a cobonation of two or all three.
  • nariusseldonnariusseldon santa clara, CAPosts: 22,441Member
    Originally posted by EllieAnne

    I've been reading the threads and two ideas seem to be very popular topics for conversation.

    1)  The death of the Trinity (healer, DPS, tank)

    2)  The diminishing element of multiple players in a multiplayer game.

    I think a good example of this is SWTOR where because of your companions you can level from 1-50 without ever having to be in a group.  But with the Trinity, there was always grouping.  My priestess would duo with a warrior or a tank would have 1 or 2 DPSs and maybe a healer if doing a dungeon.  It struck me that maybe these are related.  I havn't played GW2 (because it is sold out) but it seems to me that as games move towards jack-of-all-trades instead of specialists that the gameplay will become more just ORPG.

    ORPG is multiplayer. What is the problem?

  • I'm a big fan of specialised roles in groups, but it kind of sucks how that setup works for soloing. Interestingly I'm not a fan of dual speccing or other switch-on-the-fly build options.
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