Please note the focus of my post is directed at PvE more so than PvP and WvWvW.
>> PREAMBLE <<
Since the game’s launch, the berserker stat set (Power/Precision/Ferocity) has been considered by most to be the most powerful and optimal set in the game, so much so that most other stat combinations are seen as a hindrance to a team rather than an asset. It can trivialize most forms of content without much effort and leaves little room for improvement.
After 2 years of this state, many people have grown restless and wish to see more variety in viable stat combinations in team-oriented play, but there has been little direction given in how this can be accomplished.
And so, the focus of this topic is to discuss why the game has such a heavy bias towards the berserker stat set and what can be done to change that in favor of more viable stat sets in PvE.
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>> THE PROBLEM <<
To understand how to add more build variety to PvE, we need to first understand why there isn’t variety. Many people would be very quick to point fingers at the poor implementation of dungeon encounters, but I feel the root of the problem is far deeper, hidden in the mechanics of the game itself.
GW2 is different from other MMOs primarily in its combat system. Instead of a stationary battles with a trinity set up, GW2 has a combat system that lacks a hard-trinity and has a huge emphasis on movement and positioning. Given this, it doesn’t make sense to use the same mechanics as trinity-based combat in this game. So why does it?
> One of the biggest, glaring reasons for why GW2 has a huge emphasis on berserker stats is because of how little defensive stats are needed in actual combat. In a trinity-based combat system, defense is needed for the tank to hold aggro and survive the damage being thrown at him. Defense is useful because damage is unavoidable. However, in GW2, every attack can be mitigated or negate entirely with movement, positioning, and good usage of skills. There is also no reliable aggro mechanic, so there cannot be a dedicated tank to divert damage away from the party. So then, what use are defensive stats when you can avoid all the damage? What use is being defensive when the boss is attacking your squishy party member and throwing AoEs everywhere?
The fundamental difference between the two combats is in a trinity game defensive stats are a selfless decision that keeps the party alive and coordinated, where in GW2 defensive stats are purely selfish and provide nothing to the team aside from personal survivability (which is also less necessary due to the downed and rally mechanics). You are much more useful doing more damage and ending the fight quicker than to survive longer but force the party to deal with the fight mechanics longer.
> The second biggest reason why Berserker stats are so powerful is because of how powerful supportive skills are, and how you don’t need to specifically spec to use them. In this game, every class can do a bit of everything. Most of all, every class can do a lot of damage, especially with a berserker stat. Thus, classes aren’t chosen on their damage output, but rather what utility they can bring to the party. Thieves have the highest single-target damage in the game, but they are brought for their aoe blinds, stealths, and blast finishers over their damage. Warriors do a lot of cleave damage, but they are brought for their banners, might, fury, and vulnerability. And so on.
Classes can fill nearly every roll needed in combat without having to spec for it, and this is the problem. You don’t need to be defensive because you can just blind, block, evade, dodge, invuln, and just plain walk out of range of the attack. Your stats don’t do anything aside from increasing your damage output and decreasing your damage input. If there is to be build variety, this needs to change.
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