Kaaboose, you once again prove yourself a man after my own heart. Their “every professions can take any role” idea looks like it comes pretty directly from the profession design coming from Factions and Nightfall’s specific professions, as well as the playstyle direction that the players themselves were driving the game towards. Rits were central to almost any build because they could buff, heal, protect, damage, etc. about as equally with different builds. There was rarely a build that put characters full tilt into a single role by the end because it was more effective to distribute your ability to heal, damage, or whatever amongst multiple characters. So creating a system where any profession can fill any role is the logical conclusion. Of course, if that means sacrificing the highly engaging customization of the first one, it doesn’t seem worth it.
But I don’t think we have a customization system that is actually worse in GW2. The wide variety of runes and sigils and their myriad effects are a far more interesting system. Traits have a great deal of interesting interactions. If more weapon and utility skills came with time, there would probably be plenty of interesting possibilities to explore. So why does everybody regardless of profession end up just tossing on a set of zerker’s set and trying to deal as much damage as possible?
1) Pure Math: It was pretty obvious to me during the betas that boosting power would be the most efficient way of getting the most from any character, just because it was weapon*power. Of course, I didn’t realize how much of a difference precision made, and the amount of damage people can do is staggering. With ALL SKILLS’ damage attached to the same numbers, what is the downside? Less Healing Power for a heal that you can only use once every 30 seconds at best? Vitality and Toughness aren’t much better, bosses do so much damage per hit you would be just delaying the inevitable if you get hit regularly. Condition damage might be worthwhile, but it’s hard to compare to thousands of damage every hit.
2) Action mechanics: I generally like the boss designs because they have a similar feel to the sort of big bosses you would get in a Zelda, God of War, or even Mario game. The idea of being able to dodge their attacks and land some sort of fatal blow on them is cool. But it also means that most of their attacks are easily dodgable. And when you’re not dodging, you can generally run and gun your way to victory. If you’re one of those people who almost never takes damage in a Zelda game, you wouldn’t think twice about sacrificing all your unnecessary heart containers for the opportunity to one shot every boss.
3) Discouraged Experimentation: One of the things that made GW1 great was the ease with which things could be tried out. Grab your heroes, tweak some settings, try it out. If you failed, only your pride was hurt. If you succeeded, you felt great. If I want to try something out in GW2, I have to acquire an entire equipment set (instead of changes some runes if anything), find a place to store my current gear, pay money to change my traits, buy runes and sigils, hope for a party willing to put up with my experimentation, and then pay for any armor repairs should it fail. sPvP is just a little too different to make that a decent replacement. Not much point in taking any of that risk when the zerker’s has been proven to be more than adequate to power through everything.
All that aside, I find the control skill situation pretty abysmal. I expect KDs to be rare and/or expensive, not something you can just do every 3 seconds. If they weren’t so common, there wouldn’t be so much of a need for defiant. And then later area enemies have a continual stream of KDs so that you will spend half your time knocked down if you don’t have stability, which for some reason IS actually hard to come by for any length of time. So as it stands, I can’t get much use of it, but am constantly subjected to it. At least in SAB we were given some blink time where we were immune to further knockdowns.