Skill Mix Match to Player Uniqueness (gone?)
I agree with you. ANet is probably collecting data on skill use right now so they can introduce balanced and interesting skills in the future. We just need to give them more time to work on it.
Don’t forget they’re two different games. Don’t expect the same! GW2 has a more traditional concept of classes and builds (Yet traits are a little something though) : )
I think we’ve actually got more options for customisation than in GW1.
In GW1 we had 8 skill slots and one bonus mechanic from the primary attribute (which was usually to make certain skills stronger, or recharge faster or something like that rather than adding a new effect.)
In GW2 we’ve got 5 weapon skills, defined by the weapon (with a minimum of 3 combinations on the engineer), 1 heal, 1 elite and 3 utility slots. BUT we’ve also got up to 7 minor and 7 major traits from a pool of 15 minor and 60 major. Many of these do things which in GW1 would have required an entire skill slot.
And as far as weapon skills go you’ve got to remember that you’re comparing 3 campains and an expansion pack to 1 campain here. When GW1 first lanched rangers for example had a total of 12 attack skills and every single one was for the bow. Now they’ve got 29 (excluding aquatic weapons and counting chains as 1 skill) across a choice of 11 weapon sets.
“Life’s a journey, not a destination.”