So as promised, here I am back to prove Trinity Realistic game design inspiration along side Malicious Defenseless Dependent Targeting to support the theory of Progressive Sexism coinciding with the Progressive Erasure of feminism currently going on in both our real world and fantasy experience.
So here are the Diagrams to start…
https://ibb.co/7tzgfdS
https://ibb.co/7z7czYx
And here is clarification of the Defenseless Dependant which I will get to later…
https://ibb.co/T4RK7yQ
In the first diagram we have our Primary Trinity of heroes but it expands out differently from the second diagram through a very literal perception. (makes sense, might add to the character). And the Primary Trinity of heroes is easy to understand compared to 3 forces of gravity. It’s the secondary set of heroes, the Druid, Paladin and Assassin that are tricky to explain but do end up making more sense and fitting in their categories more than not. Let’s start with the Druid. There’s virtually a balance of fire and ice skills in the Elemental Tree with a mixture of physical. Now I’m not saying that hot and cold repel each other, I’m just saying that that hot and cold cannot be one and the same. There’s clearly a line where each has a different effect on things. If you try to push them together then they are going to try and push apart which creates a repulsive effect, not repulsion itself.
You might argue that the Amazon also has roughly an equal balance between fire and cold skills in her bow/crossbow skills tree, but the overall unifying theme of just a weapon type is not nearly as strong of a unifying theme as Nature and there’s actually another totally viable explanation for it when you see that that Bowazon is positioned and divided down the middle in the hero circle.
https://ibb.co/gbYmcFs
Now the Druid’s elemental doesn’t represent the inversive concept of Yin and Yan entirely just yet, but notice how easily it could align with the Yin and Yan repulsive effect of the Amazon as the prime example of repulsion. The Amazon represents the Tank/Cannon(As a full lightning build 1 hand) and the Cannon/Tank (2 handed physical bow not entirely skill devoted but life steal friendly) and this perception of inversiveness is entirely legitimate because she receives 3 life per vitality point and that amount does not change to represent the cannon or tank role any less. And jav throwing distance also does not change compared to arrow either which demonstrates a tension of inversion that pushes the amazon apart to some minimal or conceptual degree.
The theme of Power and Fragility and how they are so close together with Armageddon and Hurricane represent the Hybrid Dependant role quite nicely here.
The Paladin demonstrates complimentary inversion through separate auras in the same way that separate elemental masteries do with the Sorceress. The theme of Zeal and Sacrifice complement each other quite nicely in the Hybrid Support role, and as you can even see, Zeal and Sacrifice are synergies to each other when you factor Blessed Aim and the key point is that different auras support each of these offensive skills more properly than another, i.e. one works better for one handed as opposed to two handed.
Finally, the Assassin demonstrates diversity and self absorption to an extreme which would generate an attraction of opposites and a unifying theme just as the Barbarian. You would say that she has the most diversity of the soloists but still has that compacted strength of Fade as a progression from the Barbarian’s Natural resists. But this is a very awkward and sensitive part of the game because if you look at image #2 you will find that the Assassin is in a position of role conflict between Soloist and Dependant. That’s perfectly fine though because so is the Necromancer. But it would seem proper to fully establish this concept of Self Absorption and Dependency(2 life per vitality) that she might reduce down to 2 life per vitality from 3 with the Fade skill since the skill has been uncapped for damage reduction %. Now there might be a corresponding offense output that would go along with the change but maybe that offensive output is already currently going on.
Self Absorption and Diversity compliment each other nicely to establish the unique aspect of her Soloing role.
And the Assassin concept in general seems to appropriately imply a melee glass cannon.
Moving on to image #2:
I’m sorry but this is where the magic of the game’s beauty truly blossoms in to a critical mass. We can observe two important points about our 7 colors here. #1. That the primary colors are actually being properly represented by THE RIGHT heroes and #2. That the Inversion of Indigo(Necromancer) is Yellow(Barbarian) and establishes #1. (you get the color indigo with 2 parts blue and 1 part red!) while this same principle of beauty can be expressed of the game through pseudo dependency in the sense that the Barbarian depends on expanding himself(battle orders) while the Necromancer depends on expanding the armies of himself. Now I’m sorry but that’s obviously not by sheer coincidence and could very well be a miracle of beauty itself, and I have to ask this… If we have this kind of symmetrical beauty on one side of the hero circle then surely it must be possible to have this symmetry on the other side with up to 2 more heroes…
Further investigation of the Diagram shows that we apparently have 2 more Heroes possible as Hybrid or Tribrid Variants but I’m leaning more towards the prior since we can see that you can mix green and blue to get Teal and Red and Purple to get Magenta but combining yellow and orange results no new color.
So what’s the point of presenting/pointing out all of this beautiful symmetry in the game? It’s not to dramatically change or damage the game at all. It’s just to speculate on it’s USEFULNESS in solving current directional disorientation problems with heroes and to look at how there is more than enough compelling evidence to show that more is more(2 more heroes) is both a favorable solution to the moral/ethical problem and that the minimum amount of space left overall in the Trinity Fractal is the right and quality way of looking at the situation from the minimalist perspective.
If we know that Fire Mastery typically identified as a Sorceress’ skill made it on to Trang oul’s set and we can use the diagrams to understand that the Necromancer is 2 parts Dependant(Blue) and 1 part Soloist(Red) to make the color Indigo. Then that, right there, is nothing short of a perfect justification for how Fire Mastery made it on to trang oul’s set. That. Right There. is the Trump Card of Evidence. A fully established axiom that couldn’t be more favorable to the point I’m making had I set the situation up myself…
And because it is CERTAINLY ACCURATE and certainly supports the Trinity Realism perspective it truly allows us to ask the question with full confidence and demand. How did elemental mastery skip the Druid and make it to the Necromancer PROPERLY? When you get turned back towards the Druid’s skills from Aldur’s set, let me know.
And I was called a Troll and that I should go back under the Bridge…
https://www.facebook.com/watch/?v=694376975556430
And now for the Ugly Damages.
I had a post on SM recently and I’ll just post that and reiterate my previous starcraft point. First I’ll start by asking you this… Of all the unit types in Starcraft and Diablo 2, which ones do you think have the highest death count? I’m very willing to bet that it is both Zerglings and Cows. Keep this in mind going forward… And now for that post.
The goal of this message is to say the most with the least and keep up the good fight against progressive sexism in video games which is being supported underneath by the terms Trinity Realism and Defenseless Dependents and held in place by The Progressive Erasure of Feminism. It is NOT to destroy the game as I am open to the possibility of great misfortune and misunderstanding. Rather, it is to take the good with the bad and the ugly in hopes of an unveiled alignment between the great and the beautiful, or a legitimate forward step at minimum but a great opportunity to exploit none the less. Let’s win one for the vulnerable youth.
Defenseless Dependents:
https://ibb.co/T4RK7yQ
Trinity Realism:
https://ibb.co/7tzgfdS
https://ibb.co/7z7czYx
The Progressive Erasure of Feminism:
https://www.tabletmag.com/sections/arts-letters/articles/progressive-erasure-of-feminism
Final Message:
https://www.youtube.com/watch?v=OFylXQRbolM
@4:02 - "But Socrates wants to suggest to us that all of knowledge in some sense involves interpreting reality through images.
@2:40 - “All Education is turning. It’s not putting knowledge in to a brain that’s not there, it’s turning the interior of the soul so that it can see correctly.”
And don’t forget that it’s the sore thumbs of the divided amazon and all in one necromancer together in the overall structure that scream, THERE’S MORE.
Now remember how Zerglings and Cows have racked up the most death counts by everyone over the years until proven otherwise? I’ll have to go back and reiterate my point from previous post and follow it up…
Zerglings, Hatchlings, Younglings. Zerglings are virtually unarmored dependents firstly because they depend on the ARMORED ultralisks in front of them. Of course, zerg is not designed to naturally make it to tier 3 in time so that the dependency is legitimately part of the team trinity. I’ll restate the mathematical expression through a poem.
Support: Uniter of Self and Many
Soloist: Divided is the One
Dependant: A part of Whole with Any, Alone as Whole as None
The Units Lost category of the Starcraft Scoreboard combined with the fact that there was no score category for “Critical Units Killed” showed that the goal was to lose units for zerg but with no visible reward for sacrificing on critical gas costing enemy units. How many cases were there when Zerg’s dominated the Unit Score category, especially for units lost while still losing the game? It pushed you to lose zerglings on the superior Terran race especially. A cooperation between enemies to yield as many zergling deaths as possible. (Defenseless Dependant Younglings comparatively). It’s a a malicious set up for zergling failure. Yet, I was suggesting ideas on the starcraft forums like getting rid of the movement speed research times for the race because there were so many and zerglings that could leap and suicide collide with enemies, sacrificing some hp towards additional damage. But that post was immediately removed because it was either too balanced of an idea that might upset the community or because it would expose this “failure set up” cover up. But realize that I was also the one who looked outside the box for other beautiful alternatives such as combining the plague and broodling concepts together so that zerg could have a lot more broodlings or broodling potential because they would only be able to reduce enemy hp down to 1 hit point.
Final message: Sometimes you have to take the Good with the Bad and the Ugly to bring the Great and the Beautiful into alignment BECAUSE YOU HAVE NO CHOICE!