Arenanet was bold to abolish set roles in Guild Wars 2. They were bold to give every class the ability to perform every role. These were, by all means admirable innovations – brave experiments that had (and have) a lot of potential.
Now I’m going to go into detail as to why the system doesn’t really work as is. I am not going to say that a game that doesn’t implement the traditional holy trinity can’t work. In fact, I thoroughly believe that the trinity is outdated and can be improved upon. It has its place, but there is a need for innovative new titles like this one that create an alternative.
Specialization breeds interdependence, generalization does not
No, this is not the same thing as saying “Blargh, trinity good, generalized roles bad!” This simply refers to skill design. Nothing more, nothing less.
This is the primary area where Guild Wars 2 completely missed the mark.
A skill that is generalized is a skill that is uninteresting. A build that performs well in almost all situations is one that does not lend itself to team play.
Let’s compare some skills:
Bull’s Charge (Guild Wars 2)
Charge at your foe, knock them down, and do damage.
Bull’s Strike (Guild Wars 1)
Damage your foe. Knock them down if they were moving.
Counter Blow (Guild Wars 1)
Damage your foe. Knock them down if they were attacking.
The distinction is a fine one but an important one. Bull’s Charge is too versatile, too standard, and too generalized. It doesn’t depend on any particular situation for success. It doesn’t serve a specific role for the group. Bull’s Strike, on the other hand, serves a much more specific function – it’s great for stopping a foe from kiting and it’s great for stopping a foe from pursuing an ally. Counter Blow is great for stopping a foe that is actively pressuring you or an ally – allowing you to turn the fight around. Bull’s Charge does all of these, but it is also a core burst skill, a core cc skill, and a core mobility skill. It does everything. The existence of too many skills like this leads to a class design that is nothing short of “perfect” – here meaning bad design as opposed to good design. A class that does not rely on teammates to round out its situational weaknesses is one that does not mesh well with a team-based game.
To extend on the former point, generalization breeds redundancy
The aforementioned generic, multi-purpose skills contribute to classes that are too similar. They don’t function differently. Not really. They all perform very similar roles and can all do so while performing all of the other roles in the same build. The result is stagnation and redundancy.
No longer is it the case that each class brings desirable benefits to the table that can’t be covered by other classes. It’s all about doing the same thing as everyone else – but better.
This is why GW2’s class design is so prone to group bias and imbalances. It’s not just because “Rangers suck” or “Warriors are the best class for PvE.” It’s that the Ranger brings almost nothing to the table that isn’t better covered by another class.
So, to bring this first post full circle, I will make a bold statement. A “No-trinity System” cannot work without specialized skill design.