https://forum-en.gw2archive.eu/forum/game/gw2/Is-not-having-the-Holy-Trinity-good-or-bad/3160310
Those are some of my thoughts on the rpg relic called “levels” and how they are left over from, and are directly related to, the trinity system.
Removing the trinity was only partially done in GW2. If they really wanted to remove it then they should have removed the other elements of MMORPGs that only exist in a game because the trinity demands they exist.
Removal of the trinity entails much more than simply removing dedicated healer/tank/dps roles from the game. Fully removing the trinity also demands removal of the pointless relics that no longer have justification for existing; character level, armor weight class restrictions, weapons restriction by class, base stats varying from class to class, etc.
Due to removing these other obsolete concepts directly tied to the trinity, the advancement system should have been tied to skill usage (aka – actual experience using skills) and not to some irrational, unjustified, dictated, blanket stat increaser (character level).
I expand on these thoughts at that link from some time ago if anyone is interested in seeing some more thoughts on that subject.
Paraphrasing what Purple Miku stated so appropriately – how does sitting back and making a ton of cookies suddenly cause a player to become more effective in combat with absolutely all weapons and skills against all types of enemies?
Also, why, after killing 1-5 enemies, do I suddenly know how to do some new skill with my weapon? Shouldn’t I first have to learn how to perform that skill from someone who knows how to do it…like a skill trainer? Shouldn’t I get better and more effective with a skill the more I use it? Why do I suddenly have poison to put on my arrows (ranger short bow 2) simply because I’ve shot a few enemies in their face with plain arrows? Shouldn’t I have to learn to how to mix the poison to then be able to apply it to my arrows? Shouldn’t my poison get more toxic to enemies with more experience making and perfecting the poison?
:\ Perhaps one day a game will be like that. Watered-down character and skill progression that lacks any kind of depth, challenge or reason is alright for a short while, but not something that can demand and retain attention, or provide continuing enjoyment for very long. It’s ok for passing time when one feels in the mood for mindless gameplay with superficial progression that does not demand much effort after a long day, but there is no reason why a game, this game, cannot offer that to players as well as offering depth and challenges for those that desire it. There is too much uniformity in gameplay experience as dictated by The Company, and even less freedom every day to play how we want to and to excel in the areas we desire and enjoy. Sweet irony, apparently. Oh well. As I said, perhaps one day.