But now I see here people suggestign thigns like 1 Sub Class per Trait Line, or even going so far, like suggesting 1 Sub Class per combination of two trait lines up to crazy suggestions like giving the game like 10 Sub Classes per Trait Line and completely redesigning the Trait System for that into more generalistic terms and adding even on top of all this something again, like a splitting between Primary Trait Line and Secondary Trait Lines for all of the Sub Classes, where I think I saw a desperate try of someone to suggest, that Anet should bring back simply the silly Dual Class System back, which is in my opinion something that should stand out of question to do never ever. Keep the Dual Class System from GW1 out of all this please.
Thats not the kind of Sub Classes, what I want, that kind of system isn’t even a Sub Class System at all. However, that kind of System i think would fit perfectly under the frame of a Synergy System to add something interesting for the Combat System that could work like an upgrade of the Combo System to a much better intuitive way, that is more than just only Blast Finishers, Whirls, Projectiles, and Combo Fields*
—-I definetely want to find a compromise here, one that improves the game fundamentally, one that doesn’t feel like being too restrictive, but still makes the stretch for enabling it the players to create real unique diversive characters and one, that is able to give players visual as like mechanically the feeling of having really progressed with your character that you can say at the end of it “My character is now advanced in what he is as a professsion and more advanced in regard of its fighting style and all of the known techniques, that make my character special and this with all of the flavor and the truly fitting name”
I am still at the opinion that Sub Classes are very relevant, but now after reading the past pages , I’m convinced of it, that Sub Classes would require some serious overhauls of some systems, of the game, like the Trait System, the Stat System and the Skill System in certain points, so that by the end all 3 would harmonize better together, than currently now it is the case with the biggest problem of the game being omnipresent at all the times being DPS > everything.
As much as I want Sub Classes, I also don’t want Sub Classes at any cost.
Sub Classes aren’t something, which are made just over night.
Its content, that requires work – serious work, especially when it should help in balancing the game also to mitigate the importants of pure Damage gameplay more over to Support and Control to make all 3 paths as equal as possible in the game.
A lot of people come from gaming environments like D&D where customisation is near endless.
I agree we need to keep sub classes simple for the time being, at least if we want to see a timely implementation. (Complexity and development time scale up hand in hand.)
The stat and trait system does need an overhaul.
They didn’t want the trinity, but this is not the way to go about it. They simply replaced it with another trinity and then trivialised 2 out of 3 roles in PvE, leaving only DPS. (And only direct DPS at that)
We need the efficiency of roles to be closer together, and we need more roles. That’d be another way to “break the trinity” and not devalue everything but DPS.