Destroyers immune to fire etc
Retaining their immunity but losing their weakness was one of the most annoying thing about destroyers …
That sort of immunity would not work out very well either. Introducing mobs that are simply immune to certain builds is just a bad idea. Mordrem husks are close to falling into that category but at least they are not entirely immune to physical damage. Just look at objects vs condi build to see how crappily that works out.
This is one thing I really enjoyed about GW1 as well and I was sad to see it didn’t carry over into GW2 (along with other things like arrows doing more damage if you were above your target).
But I can understand why they did it, it wouldn’t work with the design of GW2. Firstly GW1 is built for groups of 4 -12 players/NPCs, which meant there was more opportunity for variety. It didn’t matter too much if Jora’s physical attacks didn’t do much damage to an enemy because Vekk would rip them apart.
But more importantly GW1 is a lobby based game with much smaller maps, which means combat is more homogenous. There were usually only a few types of enemies in an area and only 1 or 2 with ‘special’ effects. So when you headed out from an outpost to do a quest, or even a series of quests, you had a good idea what you’d face and could plan for it.
Whereas GW2 has both bigger maps and more of a focus on continuously progressing through them rather than stopping to re-equip after each little bit. Which makes having to stop and change your build for the mobs you’re going to face next more of an annoyance than a normal part of gameplay.
Oh, there’s also the fact that most of your stats in GW1 came from which attributes you chose, even with runes and insignia/inscription armour and weapons were secondary to that, so even drastic changes to your build were easier to do on the fly. (Even more so if you stuck to generic bonuses like +energy or +health.)
“Life’s a journey, not a destination.”
I also enjoyed it in GW1, it gave good tactical variations and therefore content. Could work really nicely in an instance, perhaps delving into destroyer story again and gives a nice variation from fractal play.
“Trying to please everyone would not only be challenging
but would also result in a product that might not satisfy anyone”- Roman Pichler, Strategize