PvP doesn’t involve tanky builds anyways. Mesmer/thief run zerker or marauder, as does warrior.
The only cele users are ele/engi and cele signet necro. Guardian can be both zerk or tanky bunker.
Either way I would not call most of pvp PVT-wearing scenarios.
Didn’t the winners of that last tournament run a PVT Engi, 2 Cele Ele, Cele Necro and some kind of probably offensive thief? Or am I mistaken on that?
It is true that current PvP has gone fairly defensive, but that has not always been that much. Ideally, I think raids should have about half/half, with variations depending on the actual encounter.
Silver, PVP has a lot more smaller hits with some nastier attacks that you actively defend. You can’t defend them all, and if you build with a bit of defense in mind you simply don’t need to. If you play a glassier build you’re looking for a quick kill or you gtfo and go to a place where you can or is an empty node to grab quickly. Or at least as I understand it, I won’t sit here and act like I’m a pro PVP player(was highly ranked in old games though so I’d like to think I’m not completely lost on the concepts).
PVE is more about active defenses, larger hits but at intervals which you can handle avoiding it all. Right now we have more than enough active defense to avoid it all (well except necros) The only thing I’d say is stressing that is a Lupi without reflects. I’d like to see the raids be built more like that. Give me something where it’s at least theoretically possible to actively defend yourself through at least for the most part.
But isn’t that a big part of the problem? The combat system of gw2 just does not work well with bosses with 1 big attack every 3s. This is why active defense trivialize the content, this is why confusion is pointless, this is why devs have put so much restrictions on debuffing (slow/chill/blinds/…) and CC. And finally, this is why class balance does not work, because the game was not originally thought this way, so ele can spec full offensive and do insane damage at low risk (devs probably didn’t think eles would risk glassy builds), necro with their insane passive sustain but absolutely no active defense end up getting wiped while having low damage (to compensate for their assumed sustain)…
Another thing is that those type of encounters are frustrating for beginners as they don’t know the mechanics and just get 1-shotted without understanding why. But then too easy or even boring once you know the mechanics since you can so easily avoid it. I joined the game fairly late, and heard people speaking about dungeons being too easy. But when I joined a PUG for the first time, I got massively destroyed and kicked soon after. And this was not my last kick!
Requiring some level of healing is not bad, and tankage would surely be a plus if we can have someone who the adds focus first as they have the toughness for example.
If raids end up being something you can do in full zerker, it will kill build diversity again, because people will want only zerkers. This seems to be a non-shared opinion, but I do hope defensive/supportive roles will be needed, so that you can play the same content hundreds of times with a different experience each time without slowing your team mates. So yes, I would dream of an optimal 10-party of the type:
2 clerics, 1 settler, 1 cele, 1 soldier, 1 rabid, 2 zerkers, 2 sinister
PVP and PVE have a completely different feeling to me, I much prefer the PVE side, I just want it harder and more complex. Making that does not mean it turns into PVP style.
Obviously I cannot go against that. We are all looking for different things in the game, and hopefully, raids will appeal to most of us.