Tanks, DPS, and Healers.
Want to tank? Spec toughness, get utility skills that increase your survivability. Now how to hold aggro? Beats me.
Want to heal? By all means! Spec healing, pick traits and runes that allows you to heal multiple people.
Want to deal DPS? Just play the game.
In no way is GW2’s system perfect though. Kind of miss being able to heal other players by major amounts by pressing one button.
The lack of the holy trinity is what makes gw2 unique. The fact that in some cases, it’s all DPS is kinda upsetting. Tank/dps/healer isn’t necessary, boss/dungoen mechanics to support this new style are. Some dungeon bosses have supported this while others have fallen short.
Like TWicedead said, if you want to tank spec toughness (and vitality). If you wana heal pick a healing class (ele, guardian). If you want to dps pick a dps class (thief, warrior). The other professions are kinda in the middle but offer their own source of utility that comes in handy. You’d be surprised how much variety you can find in high level fractals. The need for the old trinity is unnecessary. The need for proper game mechanics are. F&F dungeon definitly supported this, Secrets of southsun did not. It’s not perfect thats for sure.. rarely are things perfect however…
break. I feel like they should be back by now..”
(edited by NinjaEd.3946)
I do not agree, honestly, the lack of these forced roles are what I love of this game.
I am not forced to play a particular profession as I can get all these with any profession I pick. Some are more focused on one of the 3, other less, but still if I want to Dps with a Guardian nothing forbids me, nor if I want to support with a Necro or tank with a Ranger.
And btw, not everyone focuses on DPS at all…I don’t for instance, so I don’t like to be pulled into that.
I hope things will remain exactly as they are, just improved for the best!
O°v°O
Yeah to be honest, the healer/dps tank role is just annoying for me personally. I dont find it interesting to know how the PvP match is going to be even be4 the match have started “and def not in a game that is 100% easy to get gear etc.”
In PVE its just as boring, it would just not be any fun if you know what your expecting from each class/roll etc, there would be 1 specefic role for each profession, then the bit of fun we got left would just dissapear and become 1 big boring grind fest, i personally didnt go from every grind free to play game to play holy trinity made games to play a game that would turn out to be the same game as every other “WoW copy”
Beside that, Gw2 is basecly just not fit for this, if this comes out, we need more OP gear to be able to get our “fun” back, and thoese gears have to be OP for each build so it will be hard to get, everyone who doesnt have that specefic gear would just not be able to go CoF, it wouldnt be the fun Gw2 where everything, from the biggining is fun to play, but basecly 1 big “WoW copy” based on another story and a few ekstra things.
“WoW copy is based on the knowledge that we think of the first game, which is normaly the most popular to, when we think of something alike, like the CoD copies etc etc….”
Want to tank? Spec toughness, get utility skills that increase your survivability. Now how to hold aggro? Beats me.
Want to heal? By all means! Spec healing, pick traits and runes that allows you to heal multiple people.
Want to deal DPS? Just play the game.
In no way is GW2’s system perfect though. Kind of miss being able to heal other players by major amounts by pressing one button.
Actually it’s not quite that simple in this game. No aggro table is correct however there’s plenty wrong with CC and healing. Engineers for example have way too many regens, none of which stack with +healing to make any difference in dungeons, the AOEs are tiny for the most part and there’s only 1 direct heal which doesn’t require people be too far away to actually receive (bombs) the condition removal skills don’t really do any heals themselves and finally this game lacks bonus healing that most other games use when healing needs to be higher due to damage being higher like an enrage timer instance.
So they could use alot of work on the support side.
Also, if they add an aggro table they need to make it a trait so that those who use CC as a normal part of their abilities won’t accidently pull the boss. (that’s if CC is ever fixed when fighting bosses)
The issue isn’t really with class structure, it’s with content design. This dude explains it pretty well.
The problem is not one of rigid roles, as i agree that is bad. But trying to spec for anything but DPS just result in kitten DPS in PVE right now.
This because the level of punishment a mob can withstand, and what a character can withstand are two very different things. Never mind that they can do things to us, that we can’t do to them (knock off ledges, control locking).
All in all the game is balanced for SPVP, with several profession skills being more viable for long term point holding than the run and gun nature of PVE and WVW. And SPVP have dodge as a everpresent mechanic, to the point that i see some complaints that dodge/evade heavy professions are “unkillable”. Mobs in contrast do not dodge, and are given bigger health pools to compensate.
But this marginalizes anything but high end DPS, as PVE fights become one of player concentration vs mob dodge-or-die/stun attacks.
(edited by digiowl.9620)
All this game needs is more interesting boss mechanics. Currently every fight is made easier by increasing dps output. If they designed fights that where made easier by group support instead of raw damage then group support would be more rewarding than it is now.
- Mike Obrien
the game is fine as it is.
I hate WoW and especially The trinity
The leading force in Gunnars hold
the game is fine as it is.
I hate WoW and especially The trinity
- it aint perfect, but I do agree, I dont miss the trinity one bit.
The issue isn’t really with class structure, it’s with content design. This dude explains it pretty well.
Cheers brew!
In place of the “Classic Trinity” We now have the DPS>ALL META. GW2 PvE combat was supposed to involve its own take on the classic trinity in the forms of Support, Control and Damage.
Now, while we have these 3 features built into every class, and different classes can do diffeernt roles in different (and more/less effective) ways there is a big problem.
PvE favors Damage heavily over Support and Control. Control is almost NEVER used and support is simply used to further increase Damage.
Brew’s link goes over it in detail but if you don’t trust my words on the matter have a look here at Anets own words on the GW2 Trinity:
http://gw2101.gtm.guildwars2.com/en/the-game/combat/healing-death/
On the topic of meta.
While PVE meta is all about DPS, apparently the SPVP meta is all about evasion. Usually via vigor fueled dodge.
Meaning that ANet really have to hard break the two game modes apart, or they will never get anything close to balance.
The lack of the holy trinity is what makes gw2 unique.
In that special way. The way a man with no nose is also unique.
(https://www.youtube.com/watch?v=D-On3Ya0_4Y)