It isn’t one of those topics, no.
I was playing another game today, which has pretty good melee, and started thinking about GW2’s melee. Obviously, you can’t stay in melee long in this game. In a place like WvW, often it’s not an option at all. Some classes can grant themselves a few seconds of invincibility in the process of entering forward lines, but in general, it’s just a bad idea in most cases.
One of the things I was thinking about is that GW2 doesn’t have DR systems for things that most other games use to make it so that one mechanic can’t be abused. For example, in another game, if you’re crippled, and crippled again by another player, it either won’t count or the effect will be reduced. If you’re crippled by many players at the same time, they just stop working, so the attackers can’t just chain the same thing over and over again, abusing the system against one target that can’t really do anything about it.
As well, some games implement a DR on damage received from multiple sources. This way, someone whose job it is to break up an enemy formation, when specced for it, can run into a crowd of fifty people, not only survive for more than three seconds, but shrug off most of the damage if all fifty people start bombing him, and actually manage to move around for quite a while in the enemy lines, to help clear them out. Again, assuming they are specced for this specific role.
GW2 doesn’t really have DR systems like this for combat. This has resulted in some stagnation in sPvP builds, as there are certain skills you absolutely must bring on some professions if you want to even participate, because CCs can be abused with such ease. WvW has a similar problem with large zergs basically just kiting one another at max range, spamming every AoE field they have at this range, hoping they’ll catch a couple people that wander a step or two too close. Melee in these situations are not impossible, but certainly next to it, and generally a bad idea. The combat in general in these situations doesn’t require much thought, and usually just resorts to spamming a skill or two, or even for people attempting to break a line, using something like Endure Pain, swinging around wildly at invisible enemies and then running away a couple seconds later, before the mass of ranged fire can kill you in a couple of seconds.
In GW1 and other MMOs this sort of system is usually supplemented or replaced by healers that ensure that melee classes can move around in enemy lines, break them up and generally harass players. You can’t die in two seconds while trying to do your job because there’s someone who won’t let that happen. Gameplay becomes less about spiking people down and more about wearing enemies down. Healing obviously does not work that way in this game, so when you do take enormous damage from a spike, there’s no healer to de-spike your health back up. You can’t restore that much health, much less over a sustained period, and there’s no DR system to keep these spikes from happening, either. Traits and skills will accomplish this, but only for about two or three seconds before it switches off and you’re dead.
I’m not saying this is a solution or even necessarily something that needs to happen in this game, but what’s your general opinion on DR systems for combat as a way of enabling some classes or build types to actually work in any situation in various degrees?