Pyksel
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Taken from their FAQI'll try to looking deeper into this after work but have they spoken directly to the traditional trinity?
5. Does the game use the "trinity system" of class balance (tank, DPS, and healer)?
No. Some elements, yes, of course. But overall, not really.
We have characters that are more offensive. We have characters that are more defensive. We have characters with support powers. But we made the game purposefully light on in-combat healing, to make it more deadly.
And remember, we've opened up the character customization options (through Promotion classes and Disciplines) to make each character a "mixed bag" of skills and powers. Each archetype starts with pre-disposition towards a certain playstyle, but after that, the game system really opens up and allows you to adapt your character any way you like.
7. You don't have Healer? That's what I play!
Our intent is for the support archetypes to have key buffs, debuffs, and physics related powers at a cost of damage or defensive capability. That isn't to say there won't be healing. There will be options to pick up healing powers (Discipline Runestones). We just didn't want to make the traditional fire hose style healer that most "trinity" combat systems use.
One of the devs also responded on the forums:
The term "healer" carries many assumptions with it. Which we wanted to avoid.
The intent for support to have key buffs, debuffs, physics related powers at a cost of damage or defensive is exactly what we want to do. That isn't to say in the Discipline Runestones (or combination of Disciplines) there won't be healing, it's really hard to predict. There just won't be a primary Archtype devoted to it.