Tanks being tankier, dedicated healing class

Tanks being tankier, dedicated healing class

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Posted by: Primernova.5791

Primernova.5791

Why is this not in game? I know GW2’s signature is breaking the trinity, but why?

90% of MMO players like to DPS, 6% like to heal and 4% like to tank, in my expeirence.

Seems like a DPS/Support focused set up is best right? Wrong.

Tank players, love tanking and the pressure it gives them. Healers love to support and help push, push, push!

Those roles are denied in this awesome game.

What tanks provide: ORDER, this game gets very chaotic without some positioning of mobs and bosses. Who tanks help: DPS, so they can focus on doing damage and not constantly trying to support, to keep a fight alive.

What healers provide: Well, heals and buffs, obviously. Who healers help: DPS, so they can focus on doing damage and not constantly trying to support, to keep a fight alive.

Every class can stay the same really, just put good taunts and better defensive cooldowns for the warrior and guardian. Or any tanky class, necro maybe?

As for healing, I have healed/supported every MMO I have ever played and I love that role. Good MMO players carry and that’s what makes not only a good community but a good safetynet for anyone that’s new or just needs some more time to learn to be a BAMF. It’s a game, let us support our own community of players. We (tanks/healers) badly miss it. A light mage, cleric, some kind of spirit/whisp or a tree/druid , would be a good class to add for this role.

This will also make the game easier to develop. Stop looking at the disgusting void that WoW created in the MMO market. Focus on fun and community. WoW did it completely by accident and then kittened it all up.

Go back to those casual but hard roots. Easy to learn, but hard to master. If GW2 had raids and partial trinity, along with B2P and 98% of the current systems; you would have the massive audience you deserve Anet.

(edited by Primernova.5791)

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Posted by: tolunart.2095

tolunart.2095

They already have the massive audience that doesn’t want the raids and the trinity. It’s a major design decision that was made a long time ago and at this point cannot be changed without rewriting the entire game. Revisit the issue when they announce Guild Wars 3.

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Posted by: Stoneflesh.8634

Stoneflesh.8634

Gw2 is breaking the trinity, because Arenet thought it was a bad thing.
Having to wait for tank/healers to join. Also the whole party depending on the tank to soak up the damage. If something goes wrong with the tank/healer everything goes haywire. Meanwhile the dps can just roll their face on their keyboards, because they don’t have to be very active, just do some damage.

Instead they made a system where every player has a somewhat more equal role. Where you need actively dodge to avoid damage. And where every class can heal itself.
This makes the playerr more responsible and also makes combat more active.

Which is better is subjective and for you to decide.

But no, they will not go back to holy trinity.

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Posted by: Wukunlin.8461

Wukunlin.8461

1 thing I like about the state of gw2 is that everyone is responsible for their own survival.
In other MMO’s I played where trinity exists, whenever something goes wrong it just turns into a finger pointing game. Tank not controlling aggro, healer not healing enough etc.

Oceanic [LOD]

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Posted by: Fungalfoot.7213

Fungalfoot.7213

Tanks and healers encourage bad play and I’d rather not see them ever included. Just imagine how boring fights would be if you could just sit in the back spamming your rotation while the tank soaks up the hits.

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Posted by: Mirta.5029

Mirta.5029

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

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Posted by: Darth Llama.9217

Darth Llama.9217

Very simple..

Those that want the Trinity should play a game that offers it and leave the rest of us alone.

These threads get old, if the game doesn’t offer the system you like, play one of the 10 thousand carbon copy MMO’s that do. Not like they’re hard to find.

There are 10 types of people in this world. Those that understand Binary, and those who don’t.

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Posted by: VOLKON.1290

VOLKON.1290

Why is this not in game? I know GW2’s signature is breaking the trinity, but why?

Because it’s better this way. If you’re having troubles, step back a moment, take a breath and take a good, hard second look at your skills and what they do. Pay special attention to secondary and even tertiary effects. Notice also the after effects, options that only come up for a brief period of time after you use the skill initially (see mesmer focus 4, for example).

Look, myriads of MMOs have tried replicating the archaic trinity concept ever since WoW came blazing onto the market eating up a huge chunk of the share. Most of them quickly poofed into obscurity shortly after as the one or two tweaks to the system they added simply weren’t enough to capture anyone’s attention. Hey, why leave a polished, established MMO like WoW, where they’ve a long history, for an upstart with a mere tweak or two here and there? It’s been over half a year now since GW2 launched and there are two top dogs in the MMO world these days… WoW still, and GW2.

That should be enough to tell you why.

#TeamJadeQuarry

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Posted by: Primernova.5791

Primernova.5791

There is nothing wrong with keeping almost everything the same. Some chars can be made more damaging, some can be made more tanky or healy. All should still have to avoid fire, obviously. That makes it really fun.

But tank and healer types, deserve their place. It brings order and we just love to help.

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Posted by: Stoneflesh.8634

Stoneflesh.8634

Imo, making the tank more tanky and adding healers would NOT fit in the current system. The whole point about the current system is that there are no dedicated tanks or healers…

‘Tanks’ are already pretty tanky. Get a Guardian, stack up on power/vit/toughness, get AH build and you can take ridiculous amounts of damage.
As for healing: you cannot really heal in numbers all that much. You can prevent an ally from dying with some heal skills (atleast with ele) though, but you just cannot keep refilling somebody’s healthbar.

Also, you can run a support role.

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Posted by: Zeefa.3915

Zeefa.3915

I understand some people love those roles. But others have chosen this game, because they are not there. There is no reason to change it to have the trinity.

Life doesn’t stop being funny just because the dead can’t laugh.

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Posted by: Mirta.5029

Mirta.5029

There is nothing wrong with keeping almost everything the same. Some chars can be made more damaging, some can be made more tanky or healy. All should still have to avoid fire, obviously. That makes it really fun.

But tank and healer types, deserve their place. It brings order and we just love to help.

and, like I said, you can still do that. If you need more of trinity however, you should find a new MMO, because a lot of us are here because of no trinity.

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Posted by: Dawdler.8521

Dawdler.8521

GW2 does have both tanking and healing, its just that people ignore it because of ZOMGBERZERKRDERPER. I’ve seen bosses that go “oh hey I’ll just randomly attack everyone in si – SOMEONE HAS A SHEILD OUT KILL KILL KILL!” and proceed to focus on that. But does anyone carry a sheild in dungeons? No, they carry a greatsword, duh! Because greatsword is the only weapon in the game, double duh! Does any elementalist toss water fields and the other 3 guys do coordinated blasts to heal the “tank”? Never, ever seen it.

It isnt going to change and I doubt its going to improve.

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Posted by: Lalangamena.3694

Lalangamena.3694

GW2 is breaking the trinity which is good, nobody want to stand in capital and yell “LF TANK or LF healer!”
but the implementation is lacking….
-they made the encounters either very easy or completely frustrating and balanced around glass cannon zerkers. so playing balanced builds or support builds make encounters harder.
-they completely dropped the ball with crowd control… there is none…
if the crowd control was effective then it was “substituting” the “tank” role.
-classic healer class is not needed as almost any class can heal if specced accordingly
(except thief, which have 60 sec CD group heal and no real group regen as shadow protector is broken. even ranger+ necro have party-wide healing wells and party regeneration on demand )
the problem is , except guard or ele support builds don’t play well…

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Posted by: Sunflowers.1729

Sunflowers.1729

It’s an unfortunate side effect of how the game was designed. In making everyone able to build in any way they desire (so no tanks or whatever), the classes are homogenized and everyone plays much the same role – deal as much damage as you can without dying.

I would actually welcome more support oriented roles for different builds. This doesn’t have to simply be healing or tanking in the traditional sense, but just more skills that focus on the team. In addition the dungeons are designed so that there is no need for such support roles (and anyone who traits for such a role doesn’t even support very much) which is another problem.

Imagine if I could build a guardian to put out a ridiculous amount of blinds and aegis boons (e.g. 5x as much as now), but dealt pretty bad damage. If the dungeon difficulty is increased in tandem with similar changes to all classes it might actually work.

Honestly I wouldn’t hold my breath as such a change would take months of planning. But it’s a change that I personally would like to see.

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Posted by: Kasama.8941

Kasama.8941

There is nothing wrong with keeping almost everything the same. Some chars can be made more damaging, some can be made more tanky or healy. All should still have to avoid fire, obviously. That makes it really fun.

But tank and healer types, deserve their place. It brings order and we just love to help.

This is already how the game is..

All professions are able to deal burst damage in one way or another. Tanks are known as bunker builds. And the Elementalist, Guardian, and Engineer makes for fine healers. There are even runes and sigils that heals allies.

80 Ranger | 80 Mesmer | 80 Thief | 80 Guardian | 40 Engineer
“The learned is happy, nature to explore. The fool is happy, that he knows no more.”
-Alexander Pope

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Posted by: PetricaKerempuh.7958

PetricaKerempuh.7958

im starting to doubt these posts are wow players trolling. anet is gonna go for it, im afraid. they already put gear treadmill in. lvl cap is gonna increase (what nonsense in a game where you need to spend 1 hour to gain them). hell, why not go for trinity also?

while we’re at it, lets get monthly fee, cash shop with OP stats, gear grind in pvp and all that good stuff other mmo’s have.

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Posted by: ThiBash.5634

ThiBash.5634

Think of it this way: instead of everyone having 10% of their healing and 90% from a ‘healer’, everyone has 75% of their healing and 25% from a ‘healer’.

You can still help out your team as a ‘healer’. That 25% is still pretty useful. But you’re no longer the sole one responsable for 90% of the healing in a group.

If you can read this then it is proof that ArenaNet’s moderators just, kind and fair.

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Posted by: Sunflowers.1729

Sunflowers.1729

There is nothing wrong with keeping almost everything the same. Some chars can be made more damaging, some can be made more tanky or healy. All should still have to avoid fire, obviously. That makes it really fun.

But tank and healer types, deserve their place. It brings order and we just love to help.

This is already how the game is..

All professions are able to deal burst damage in one way or another. Tanks are known as bunker builds. And the Elementalist, Guardian, and Engineer makes for fine healers. There are even runes and sigils that heals allies.

I’m pretty sure most classes have a ‘healing’ build. Shout warriors and mantra mesmers are 2 more examples. The problem is that even the most focused of these healing builds are a) not needed if the team knows where the dodge button is and b) don’t heal for that much. The same applies for the runes and sigils.

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Posted by: Siphaed.9235

Siphaed.9235

If you really, truly think that this is an “awesome game” -see your own original post-, then you wouldn’t be making such absurd requests and demands.

I’m going to work backwards and mention that raids do not belong in this game; at least not in the traditional sense of player definition. Guild Wars 2 does have outdoor raids, such as the generals of the Elder Dragons, but there’s many reasons why it doesn’t have indoor raids set for a static number of players.

First would be player exclusion, separation, community division, and content lockout. A guild with say 25 players logged in would leave out 20% of it’s current active players on a 20-man dungeon. These players would have to find a way to get a pug group or something equivalent because of the inevitable weekly lockout on such baring content would prevent guild members who are attached to such an instance from helping the others complete it. This is NOT fitting into Guild Wars 2’s and A.Net’s vision of community inclusion and group effort in play (there’s no faction separation for that reason as well).

The second reason against raids is just a compilation of all the others: would require system design overhaul, would require character class rolls overhaul, would have to make gear treadmill to encourage repeated use of content, would encourage elitist attitude, would encourage more gear-gating attitude, would lose the game’s Active Combat focus…. that list could go on more, but there should be sufficient reasons why this game not only shouldn’t have raids, but by design cannot have raids (again, in the traditional sense of the term, by means of an instanced, capped, gated fight with more than 10 players).

That last reason for anti-raids is the starting point for anti-trinity. This game is focused with Active Combat in mind for basically everything it does (minus crafting). Pure tanking and pure healing class mechanics encourage laziness within gaming as it provides a significant crutch for other players to lean on.

“Why get out of the red ring? My pocket healer will just heal through it.” says the ‘DPS’ as they sit there spamming number nukes trying to get to the top of the DPS Meter that they have on their system…. “Dodge the hammer strike? Why? I could lose aggro.” says the aggro obsessed Tank who acts like the center of the universe within his guild and circle of friends.

Speaking of which, Tanking and Healing focused roles are just giant ego sinkholes that they try to suck other players into. If the raid does well, it was “all them” and nobody else was very useful. Couldn’t have done it without them at all!… And, when it comes to when a group fails at the objective, the blame game for these roles goes into a tri-fecta of “it was not enough DPS to burn fast enough!”, “healing sucked, not enough heals!”, “tank couldn’t hold aggro at all! Is he wearing greens?!”

And, as mentioned above about raids, for a Trinity to come into this game also comes with it more gear gating goodness where people constantly berate their fellow gamer based on having Greens instead of Exotics (a 5% difference). Beyond gear gating and harassment, there is the trouble with Build monitoring. Players will start with “LFG XXX build Healer. Link your build.” and require players to always have a 3rd party website link for their build loaded and ready to use.

And near the bottom of the list -though should really be at the top- is how changing the systems in such a dramatic, 360degree way would require a lot of development resources. It would essentially take away from a lot of future content for the game that is currently planned. Why should the developers basically reinvent this game into something it’s not just to appease a group that is NOT their target audience and (in the case of raiders) equates to around 10% of a game’s overall population?

P.S. I’m sorry that you currently don’t like the game as it is now. However, instead of asking for it to be something it is not, I might recommend you go play the games where you enjoy that kind of gameplay. This game, with it’s current state of game (lacking both Trinity and Raid) is enjoyed by millions of players who like that kind of thing.

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Posted by: Hoyvin.3241

Hoyvin.3241

No trinity. No raids. If they do that, I’m done. I’ve enjoyed this game far more than any other MMO I’ve played (since vanilla Everquest, FWIW) because there’s no trinity. I’m so tired of people that can’t seem to understand a game without it trolling that we need the trinity.

(edited by Hoyvin.3241)

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Posted by: DaisyRogers.6837

DaisyRogers.6837

I will say this, the aggro system in this game is pretty predictable and tank players can still tank. I’ve got a ranger who can keep aggro quite well and stand in it.

Guardian anchor build, what that is, I’ve seen work marvelously as well in that regards. Some classes do better than others. Almost any class can tank damage with many different ways to mitigate.

DPS still DPS, great. Obviously some classes can pull it off better.

Heal, no as much group healing in this game but there are still classes like necro, Ranger, and ele who do group heal. Other classes like warrior and mesmer can be traited to share minor healing. The closest thing in this game though is support and boon sharing which there are a lot of different ways to do it.

What i love about this game is the fact is that any class can pull off any part of the trinity. There will always be QQ because one class is better at sharing this boon than another. But that exists for any MMO.

Trinity exists, its just this game is depenedent upon it survive content.

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Posted by: RebelYell.7132

RebelYell.7132

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

User was infracted for being awesome.

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Posted by: WatchTheShow.7203

WatchTheShow.7203

1. Once the tank or the healer goes down, everything goes to kitten in a hand basket. It usually means a wipe. Now, in Guild Wars 2, in Twilight Arbor Story Mode, I was playing on my ranger (who is full exotic berserker/glass cannon) and we got to the spider boss. We got the boss to about 30% and suddenly people started going down and dying quickly because they let the spiders catch them and kill them. I was the last one alive in my entire party, and not only did I manage to stay alive, but I ran around avoiding hundreds of tiny little spiders, poison blobs of AOE and the boss trying to hit me, but I actually was able to KILL the boss and we were able to progress. It wasn’t easy, but in any other MMO (like Tera for example), had I been the last one standing, I would have been 100% dead meat.

2. Not everyone likes order. I find order to be BORING. I’ve played them all. Healer, tank, dps. It’s all the same. As a tank, I get to stare at various, bosses pixels as they hit me with attacks. All I have to do is taunt him and throw up shields. Or use attacks that grab aggro. As a healer, I always spam heal the tank. Spam heal the tank, heal a DPS, heal myself, spam heal the tank. As a DPS, I stand behind or far away from the boss and pew pew lasers.

3. I’ve never witnessed a fight where 2 people just stand in one spot and hack away at each other with swords. Why would you stand there and let someone slice your arm off, and then have a healer wizard guy magically place it back on? The whole thing is weird. Dodge that! Don’t let them hit you in the first place. Planes, battleships, tanks, armies – none of them just sit in one place for more than a few seconds before and after attacking. Moving is the key to survival.

(edited by WatchTheShow.7203)

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Posted by: Doggie.3184

Doggie.3184

Another person suffering from their old MMO addiction. Trinities are not needed anymore and were always a bland idea. It’s nice as a general outline but having to rely on specific classes to help you do stuff is boring/annoying. Thus GW2 was born to fix this. Other new MMOs have been shying away from the Trinity as well. It’s evolution.

| Fort Aspenwood (NA): Sylvari Daredevil Thief Main: All Classes 80. |
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“Hard to Catch” is a Horrible and Useless Trait. Fixed 6/23/15. Praise Dwayna.

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Posted by: RebelYell.7132

RebelYell.7132

Instead they made a system where every player has a somewhat more equal role. Where you need actively dodge to avoid damage. And where every class can heal itself.
This makes the playerr more responsible and also makes combat more active.

What this does, is make it so no one can do anything unique. Everyone is measured up in (a) DPS (b) the ability to fill in missing boons.

Dungeons don’t use mechanics that encourage synergy. If the enemies didn’t have increased HP and damage, it’d be no different than soloing in the open world. The one exception of course is encounters that force some players to pick up bundles or man static emplacements… thus denying them the one thing that makes them unique, their weapon skills.

User was infracted for being awesome.

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Posted by: Shootsfoot.9276

Shootsfoot.9276

Instead they made a system where every player has a somewhat more equal role. Where you need actively dodge to avoid damage. And where every class can heal itself.
This makes the playerr more responsible and also makes combat more active.

What this does, is make it so no one can do anything unique. Everyone is measured up in (a) DPS (b) the ability to fill in missing boons.

Dungeons don’t use mechanics that encourage synergy. If the enemies didn’t have increased HP and damage, it’d be no different than soloing in the open world. The one exception of course is encounters that force some players to pick up bundles or man static emplacements… thus denying them the one thing that makes them unique, their weapon skills.

This, exactly.

And even those weapon skills aren’t all that unique, when you look at them hard enough.

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Posted by: Mirta.5029

Mirta.5029

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

you don’t dodge at random, you time your dodges, yes, there’s cooldowns, that’s why you use your abilities in an intelligent manner instead of spamming them. It also helps to learn the bosses mechanics so you would know when to dodge, when to block, etc.

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Posted by: forrae.6708

forrae.6708

i like healing in WoW and if i ever play any other MMO’s (not always fond of the genre outside of WoW and gw2) i’ll probably end up healing there.

i like being able to do more or less what i want in gw2, but knowing that there is more responsibility on my part and i’m not entirely relying on someone else as to whether not i get 2 shot or not.

basically, i like both playstyles. i like playing gw2 for its system and other MMO’s for their more traditional system. its a good change of pace and definitely more interesting than what most people give it credit for.

then again, i mostly pvp and the most pve i ever really did aside from levelling were several cof exp runs.

also, there is a bit of an aggro table. part of it takes things with shields and up close into priority. guardians generally end up taking aggro off of others rather easily, assuming they are using a shield. usually any champion mob event, if someone has a shield and is in melee range, they will usually be the mobs target. (there are some exceptions, the champ abomination in cursed shores, no matter how many other people are around would always go after me on my necromancer. dunno why but it usually ended up with me kiting the thing around forever.)

thugged out since cubscouts

(edited by forrae.6708)

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Posted by: Shootsfoot.9276

Shootsfoot.9276

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

you don’t dodge at random, you time your dodges, yes, there’s cooldowns, that’s why you use your abilities in an intelligent manner instead of spamming them. It also helps to learn the bosses mechanics so you would know when to dodge, when to block, etc.

The problem is being able to see the boss mechanics in the first place.

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Posted by: Dante.1508

Dante.1508

I don’t really want the trinity as such, but i feel what we have now doesn’t work any better, so i’m kinda on the fence, i would like to see some sort of overhauls added to help the mechanics.

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Posted by: Mirta.5029

Mirta.5029

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

you don’t dodge at random, you time your dodges, yes, there’s cooldowns, that’s why you use your abilities in an intelligent manner instead of spamming them. It also helps to learn the bosses mechanics so you would know when to dodge, when to block, etc.

The problem is being able to see the boss mechanics in the first place.

how is every boss having their own pattern that you need to figure out even a problem?

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Posted by: dandamanno.4136

dandamanno.4136

Instead they made a system where every player has a somewhat more equal role. Where you need actively dodge to avoid damage. And where every class can heal itself.
This makes the playerr more responsible and also makes combat more active.

What this does, is make it so no one can do anything unique. Everyone is measured up in (a) DPS (b) the ability to fill in missing boons.

Dungeons don’t use mechanics that encourage synergy. If the enemies didn’t have increased HP and damage, it’d be no different than soloing in the open world. The one exception of course is encounters that force some players to pick up bundles or man static emplacements… thus denying them the one thing that makes them unique, their weapon skills.

This, exactly.

And even those weapon skills aren’t all that unique, when you look at them hard enough.

A Mesmer plays the same as a Ranger? A thief plays the same as a necro? A guardian plays the same as an engineer?

You talk about uniqueness and yet you want the game to go down the exact same path as every other mmo that has ever existed.

You want “lfg fotm, tank and heals!” incessantly in LA chat?

What you seem to be asking for is a carbon copy WoW game with Tyria skins. Forget it. Anet knows all to well that if they went down that path people would simply switch back to their old mmos.

Start a poll thread and ask how many players want the trinity in GW2. You will find you are in the minority, because many (if not most) people are here for the lack of trinity uniqueness the GW2 offers, even if it also causes a few other problems.

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Posted by: Calae.1738

Calae.1738

Yes, lets implement roles that nobody wants to play. Lets wait in a queue and spam map chat for hours on end to find tanks and healers.

Tanks and Healers. Probably the dumbest system I have ever seen.

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Posted by: RebelYell.7132

RebelYell.7132

Instead they made a system where every player has a somewhat more equal role. Where you need actively dodge to avoid damage. And where every class can heal itself.
This makes the playerr more responsible and also makes combat more active.

What this does, is make it so no one can do anything unique. Everyone is measured up in (a) DPS (b) the ability to fill in missing boons.

Dungeons don’t use mechanics that encourage synergy. If the enemies didn’t have increased HP and damage, it’d be no different than soloing in the open world. The one exception of course is encounters that force some players to pick up bundles or man static emplacements… thus denying them the one thing that makes them unique, their weapon skills.

This, exactly.

And even those weapon skills aren’t all that unique, when you look at them hard enough.

A Mesmer plays the same as a Ranger? A thief plays the same as a necro? A guardian plays the same as an engineer?

You talk about uniqueness and yet you want the game to go down the exact same path as every other mmo that has ever existed.

You want “lfg fotm, tank and heals!” incessantly in LA chat?

What you seem to be asking for is a carbon copy WoW game with Tyria skins. Forget it. Anet knows all to well that if they went down that path people would simply switch back to their old mmos.

Start a poll thread and ask how many players want the trinity in GW2. You will find you are in the minority, because many (if not most) people are here for the lack of trinity uniqueness the GW2 offers, even if it also causes a few other problems.

You say “you want” a lot, and then start reciting stuff never actually said by the posts you quoted. That’s a pretty stark example of a strawman argument.

Me, I’m just waiting for ideas like “Engineers play the Engineer role, not the tank, healing, or damage dealer role” to have some game mechanics behind them, not just PR.

User was infracted for being awesome.

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Posted by: digiowl.9620

digiowl.9620

What i expected when i first started playing was that each profession could fill any of the roles with the appropriate traits and such. This, in my opinion, is not the case.

The closest i have gotten to tanking was when i ended up two-manning end champion of the svanir encampment and finally figured out what the tell was for its blast attack.

Meaning that my tanking of said boss did not rest on how i geared or traited, but that i was able to actually observe the boss for once without camera trouble or some particle fog obscuring the animations (tho it was close sometimes when the boss was lit on fire).

Similarly, the only ways we have for peeling a mob of someone that is downed is by using a knockback or similar. But bigger bosses have defiant, making that virtually impossible for PUGs.

Never mind that aggro apparently goes to whoever packs the most armor, even tho that happens to be the clothie that brought his roaming gear into a instance while the rest are running zerker. The only thing that seems to tick mobs off more are helping people back on their feet.

All in all, what this game lacks is not so much trinity as any semblance of proper control in a fight. So that more lightly armored builds can compensate for that with proper tag teaming. What control there is in the game is designed for PVP dueling, interrupting the opponents massive attacks and heals.

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Posted by: digiowl.9620

digiowl.9620

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

you don’t dodge at random, you time your dodges, yes, there’s cooldowns, that’s why you use your abilities in an intelligent manner instead of spamming them. It also helps to learn the bosses mechanics so you would know when to dodge, when to block, etc.

Problem with that is that crits from a bigger mob can land you in just as much trouble as their dodge-or-die attacks. Never mind that it is not always easy to spot the tells through the fog of particles that can form around a mobs, especially if there are a couple of elementalists around.

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Posted by: Mirta.5029

Mirta.5029

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

you don’t dodge at random, you time your dodges, yes, there’s cooldowns, that’s why you use your abilities in an intelligent manner instead of spamming them. It also helps to learn the bosses mechanics so you would know when to dodge, when to block, etc.

Problem with that is that crits from a bigger mob can land you in just as much trouble as their dodge-or-die attacks. Never mind that it is not always easy to spot the tells through the fog of particles that can form around a mobs, especially if there are a couple of elementalists around.

sorry to tell you, but I think that you should play more to become more familiar with mob mechanics, because me and my boyfriend can get by without dodging at random.

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Posted by: FlyingK.9720

FlyingK.9720

To do away with the trinity you have to design the game to be a hack n’ slash like Diablo. With PvE that’s exactly what is happening, the high dps warrior is garnering all the kudos because his playstyle is the most like a generic Hack n’ Slash character.

Anet is trying to do away with the trinity while not being a hack n’ slash and it’s just resulting in a fail where there’s a heavy imbalance in the class ability and efficiency in dealing with provided content.

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Posted by: jazzllanna.1278

jazzllanna.1278

I really enjoy the way they have set up their game. Finding groups is so much easier.. just get 5 people together and you are set. Having to wait to find 1 person that can fill a role (tank,healer) is never fun. I use to heal in other games but really enjoy how I can help support in this game but am not set to heal.. and then if someone dies contentiously they cannot blame in on the healer or tank.. it is on them.

Also would just like to add.. that they have the audience they have now because of the way the designed the game.. if they changed it to get the 10% you say they are missing they would probably lose more than is gained.

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Posted by: RebelYell.7132

RebelYell.7132

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

you don’t dodge at random, you time your dodges, yes, there’s cooldowns, that’s why you use your abilities in an intelligent manner instead of spamming them. It also helps to learn the bosses mechanics so you would know when to dodge, when to block, etc.

Problem with that is that crits from a bigger mob can land you in just as much trouble as their dodge-or-die attacks. Never mind that it is not always easy to spot the tells through the fog of particles that can form around a mobs, especially if there are a couple of elementalists around.

sorry to tell you, but I think that you should play more to become more familiar with mob mechanics, because me and my boyfriend can get by without dodging at random.

You can say L2P all you like but that won’t turn this game into Dark Souls.

User was infracted for being awesome.

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Posted by: Rizzy.8293

Rizzy.8293

Because the holy trinity is a sucky concept?
We’ve joined Gw2 because of it understanding how much the trinity sucks.
We’ve waited for ages on Guildwars for Guildwars2 to be released and enjoy a life without monks.

And now you’re saying, HEY MAKE THE TRINITY COME BACK.

No. How about you learn how to not go 30/30/x?

Warriors are hella tanky when they specc to heal on shouts and clear conditions.
Every class can tank, even a thief who can keep up blinds

Everyone in Gw2 is accountable for their own survival first and foremost and effect that comes out of your survival skill like, Shout being AOE heal, mass stealth being AOE regen, Water Attunement being aoe condition removal and aoe Regen, are extra benefits that your teamates get.

They dont rely on you to keep them alive, they rely on you to stay alive and continue to fight and lay down combo fields.

(edited by Rizzy.8293)

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Posted by: Mirta.5029

Mirta.5029

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

you don’t dodge at random, you time your dodges, yes, there’s cooldowns, that’s why you use your abilities in an intelligent manner instead of spamming them. It also helps to learn the bosses mechanics so you would know when to dodge, when to block, etc.

Problem with that is that crits from a bigger mob can land you in just as much trouble as their dodge-or-die attacks. Never mind that it is not always easy to spot the tells through the fog of particles that can form around a mobs, especially if there are a couple of elementalists around.

sorry to tell you, but I think that you should play more to become more familiar with mob mechanics, because me and my boyfriend can get by without dodging at random.

You can say L2P all you like but that won’t turn this game into Dark Souls.

that made no sense what so ever.

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Posted by: digiowl.9620

digiowl.9620

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

you don’t dodge at random, you time your dodges, yes, there’s cooldowns, that’s why you use your abilities in an intelligent manner instead of spamming them. It also helps to learn the bosses mechanics so you would know when to dodge, when to block, etc.

Problem with that is that crits from a bigger mob can land you in just as much trouble as their dodge-or-die attacks. Never mind that it is not always easy to spot the tells through the fog of particles that can form around a mobs, especially if there are a couple of elementalists around.

sorry to tell you, but I think that you should play more to become more familiar with mob mechanics, because me and my boyfriend can get by without dodging at random.

I do not have the mental capacity to memorize the behavior pattern of every last mob in the game. Nor do i have the detachment needed to run a single dungeon path enough that i can do it with my eyes closed.

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Posted by: Mirta.5029

Mirta.5029

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

you don’t dodge at random, you time your dodges, yes, there’s cooldowns, that’s why you use your abilities in an intelligent manner instead of spamming them. It also helps to learn the bosses mechanics so you would know when to dodge, when to block, etc.

Problem with that is that crits from a bigger mob can land you in just as much trouble as their dodge-or-die attacks. Never mind that it is not always easy to spot the tells through the fog of particles that can form around a mobs, especially if there are a couple of elementalists around.

sorry to tell you, but I think that you should play more to become more familiar with mob mechanics, because me and my boyfriend can get by without dodging at random.

I do not have the mental capacity to memorize the behavior pattern of every last mob in the game. Nor do i have the detachment needed to run a single dungeon path enough that i can do it with my eyes closed.

well I’m sorry that the game is not easy for you then, but if it got any easier I could fall asleep in dungeons. All games have a learning curve. Running a path once should be enough to memorize how the bosses act.

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Posted by: Shootsfoot.9276

Shootsfoot.9276

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

you don’t dodge at random, you time your dodges, yes, there’s cooldowns, that’s why you use your abilities in an intelligent manner instead of spamming them. It also helps to learn the bosses mechanics so you would know when to dodge, when to block, etc.

The problem is being able to see the boss mechanics in the first place.

how is every boss having their own pattern that you need to figure out even a problem?

If you have to ask that question, it’s obvious you’ve never played a melee class in this game or you’ve played it solely in the ranged mode.

Particle effects make it impossible to see boss mechanics when playing melee.

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Posted by: Frotee.2634

Frotee.2634

sigh
It was advertised as such and a major gamedseign decision, just stop complaining about it already.

Polka will never die

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Posted by: Mirta.5029

Mirta.5029

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

you don’t dodge at random, you time your dodges, yes, there’s cooldowns, that’s why you use your abilities in an intelligent manner instead of spamming them. It also helps to learn the bosses mechanics so you would know when to dodge, when to block, etc.

The problem is being able to see the boss mechanics in the first place.

how is every boss having their own pattern that you need to figure out even a problem?

If you have to ask that question, it’s obvious you’ve never played a melee class in this game or you’ve played it solely in the ranged mode.

Particle effects make it impossible to see boss mechanics when playing melee.

Really? Funnily enough I’m doing quite fine with my warrior equipped with 2 swords.

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Posted by: Shootsfoot.9276

Shootsfoot.9276

Instead they made a system where every player has a somewhat more equal role. Where you need actively dodge to avoid damage. And where every class can heal itself.
This makes the playerr more responsible and also makes combat more active.

What this does, is make it so no one can do anything unique. Everyone is measured up in (a) DPS (b) the ability to fill in missing boons.

Dungeons don’t use mechanics that encourage synergy. If the enemies didn’t have increased HP and damage, it’d be no different than soloing in the open world. The one exception of course is encounters that force some players to pick up bundles or man static emplacements… thus denying them the one thing that makes them unique, their weapon skills.

This, exactly.

And even those weapon skills aren’t all that unique, when you look at them hard enough.

A Mesmer plays the same as a Ranger? A thief plays the same as a necro? A guardian plays the same as an engineer?

You talk about uniqueness and yet you want the game to go down the exact same path as every other mmo that has ever existed.

You want “lfg fotm, tank and heals!” incessantly in LA chat?

What you seem to be asking for is a carbon copy WoW game with Tyria skins. Forget it. Anet knows all to well that if they went down that path people would simply switch back to their old mmos.

Start a poll thread and ask how many players want the trinity in GW2. You will find you are in the minority, because many (if not most) people are here for the lack of trinity uniqueness the GW2 offers, even if it also causes a few other problems.

Howabout before I start a poll for that, you show me where I ever said I wanted a trinity?

People and their strawman arguments….sheese.

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Posted by: Shootsfoot.9276

Shootsfoot.9276

I would rather it would not go to trinity. Ever. You can still heal as a heal dedicated character and you can still tank just fine using your utility blocks, dodges and piling toughness on yourself. I like not being forced into a role.

Toughness scales poorly, endurance runs out quickly if you like to dodge, and all blocks are associated with significant cooldowns rather than passives :[

you don’t dodge at random, you time your dodges, yes, there’s cooldowns, that’s why you use your abilities in an intelligent manner instead of spamming them. It also helps to learn the bosses mechanics so you would know when to dodge, when to block, etc.

The problem is being able to see the boss mechanics in the first place.

how is every boss having their own pattern that you need to figure out even a problem?

If you have to ask that question, it’s obvious you’ve never played a melee class in this game or you’ve played it solely in the ranged mode.

Particle effects make it impossible to see boss mechanics when playing melee.

Really? Funnily enough I’m doing quite fine with my warrior equipped with 2 swords.

Oh, well good for you.

A lot of people aren’t.