Lots of talking about pros and cons of the holy trinity again recently. One thing that irks me a bit is that often, the trinity is implicitly defined as “tanks, heals, DPS”. Which isn’t true, of course. The classic “holy trinity”, as it appeared in EQ, didn’t even have DPS in it. DPS was merely something you added once you had constructed the actual trinity. After all, every could DPS… somewhat.
No, the role that always gets forgotten, which is something that saddens me greatly, is crowd control. For the classic holy trinity, you brought a tank, a healer, and a CC, which in EQ typically meant a warrior, a cleric, and an enchanter. And CC is a great asset! Plus, what’s more fun that to play a class that can completely shut down your enemy? But it seems that true CC classes died out over the years. First, their defining trait was distributed among other classes. Suddenly, most classes had one weak CC power, but the master of CC disappeared. But, here’s the thing. Many players that ended up with a CC ability didn’t like playing CC. They wanted to play DPS or heals. So they complained about having to do CC in groups and raids. And the developers listened and did away with CC requirements. So, these days, many encounters are designed to not use CC any more. Just go in and AoE everything.
Keep that in mind when you talk about removing specialized tanking and healing roles from a game. There’s a good chance you’ll end up with a situation where everybody has to tank and heal a little. And people will complain. Especially those DPS that now complain about long queues in games like WoW, and will then complain about suddenly having to do some tanking and healing themselves, which is something that they didn’t sign up for. And if developers listen to that, too… we’ll be without tanking and healing too, and it’ll be even more of a zerg fest than it is these days without CC on trash.