There are a few things I want to note:
- Specialization will always wield better results than generalization. This is not only how it works in any other game, but in real life. Only a build that can do everything at maximum efficiency is the exception to the rule, and that build would be, for all intended purposes, overpowered.
- Specialization makes challenging content far more pug-friendly, because it prevents redudancy in non-voiced organized teams. Every player being able to do a little bit of everything only works with voiced commands or in easy content (because it’s easy). Without means to coordenate themselves, pugs will interrupt the same foe at the same time, cast the same support skills on the same ally at the same time, or throw their fields on the same dying enemies at the same time, resulting in a lot of uneffective redudancy. It has nothing to do with player’s skill, and it makes team content ultimately a guessing game. “Should I do it, or will my team mate do it?” By existing more specialized roles, this problem will be significantly toned down.
- Just because specialization is the most effective means to organize teams, it does not means that the holy trinity must be back. GW2 has its own, better version of the trinity, and each profession can fill each role in theory, making GW2 a lot closer to the “play how you want” philosophy. But that philosophy still has its limits – pushed too far, and it becomes impossible to balance the game.
- Builds don’t even need to be specialized to each of the three roles, but to subroles within those roles. If character A can heal low-health allies while dealing damage, character B can use reflects on upcoming projectiles while CC’ing enemies, character C can cleanse conditions on allies while applying condition damage, character D can apply fury and might to the party, and character E can aegis before the big hits, we have FIVE different subroles of the “support” master role. You can notice how the risk for redudancy is really low in this example, yet, build diversity is still higher than your average MMO’s holy trinity, and builds aren’t still stuck to a single purpose either.
The later point demands a few things from Anet, however.
- Tweak the stat system to allow higher specialization on the control and support master roles, and specifically for each of their subroles. Boon duration and healing power affect two different types of support, but none affects reflection and the like. Condition duration affects condition control, but nothing affects/ improves dazes, KDs, etc. Also, some boons and conditions are too strong even without investment. Although maybe the blame goes to pve design.
- Give more support/ control stats to gears (boon duration, condition duration).
- Focus on making weapons, traitlines, and perhaps down the line, subclasses (if they are ever to exist) playstyles a bit more specialized on a few, selected subroles within each master role. Even if, for example, a weapon can damage, control and support at the same time, what kind of niche damage type does it fits? What kind of niche support style does it fits? What kind of niche control does it fits? Is it good at sustained damage? Then it shouldn’t have good burst, nor condition damage, nor aoe. Is it good at blinding foes and interrupting (1-second dazing) their attacks? Then it shouldn’t have movement-impairing control, KDs, etc. Is it good at might and fury stacking? Then it shouldn’t heal, offer reflection, aegis, etc. Ultimately, more specialization, while still not being restricted to a single role of gw2’s trinity. Best of both worlds?
(edited by DiogoSilva.7089)