1. But not to the degree of a trinity. That’s what I mean by specialization. Specialization to the point where you need others to fill other specific things. Where you have to sit and wait for a healer to have a chance at doing something. And that’s the only way changing gear and traits alone will affect the meta to allow for a variety given the current AI. And how much variety that would have is questionable. Certain classes would likely be able to fill certain roles better.
I get that there’s already some specialization given dungeon LFG’s looking for specific classes. As they can do specific things that other classes can’t. Like Ele’s bring the FGS, LH, and IB. But if you don’t get an Ele, you won’t be unable to complete the dungeon. It just won’t be as fast if it’s a dungeon that benefits from one or more of those.
And if the specialization goes the way of the trinity then the manifesto is broken yet again. Because I’d have to wait for others with a specific build to do content. And wasn’t that something this game was not supposed to have? Long waits to play the game while you waited for someone with the right build to show up.
I don’t see how the AI of this game will be anything but DPS is king with how it currently is and that’s not a wide variety of builds. So the changes to gear and stats would have to be to such a degree that it would be like having a trinity to increase variety of builds because there would be a wider variety of roles that need to be filled.
The way to change the meta is to allow for variety (which is what the OP wants), is for the AI to change. If fights are made longer due to the changed mechanics from the AI, then condi builds become more viable. Because condi damage is over time. If fights are made longer, then support builds become more viable because they give boons and remove conditions in order to speed up the fight. But no one build becomes required.
You keep on saying that specialization leads to a trinity, but that isn’t necessarily true. It’s all about the implementation and the design of the encounters that determine that. All specialization would guarantee is that you would be better at a specific role if you invest into it than other roles.
Look at PvP for instance. Specialization is very prevalent in PvP, significantly more so than in PvE. However, there are successful teams that go full roamers and successful teams that go full bunkers. If what you claimed were true, this wouldn’t be the case. These teams are successful because they make full use of the advantages of their roles.
Different roles require different tactics. You are assuming that if this change were implemented, people would still be approaching dungeons the same way they currently do. They wouldn’t, plain and simple. Teams that have a lot of defensive options would be able to grab mobs, aggro them into a corner, and blast them down while protecting the team with skills. Teams that have little defense would have to address mobs more cautiously and utilize movement and positioning to avoid damage. Both cases are successful but approach the same situation differently by utilizing the advantages of their roles. Nothing about this scenario requires a specific composition. That is something you made up.
And if you really think that tweaks to the AI will promote build diversity, you’re naive. Berserker will still be the only thing worth taking. Why? Because conditions still have the same limitations. There is still a 25 stack cap, thus limiting the amount of damage a condi user can do and hurts a party when there are more than 1 condi users. Berserker builds still apply conditions via passives and skills that overwrite the conditions from condi users. Enemies that have a lot of armor but low hp (such as the husks) are designed to be weak to condis and resistant to raw damage, but raw damage takes them down just as fast, if not faster, than condi builds.
Control skills are still relatively useless because of defiant, but getting rid of defiant will make control skills stupidly overpowered.
Defensive stats are still inferior to offensive stats because they don’t have the ability support a team. They don’t have the damage to create aggro and if mechanics are introduced to make enemies attack high armored players, then you have the trinity gameplay you hate.
The best tweaks to design and enemy mechanics can do is make players move around instead of stacking, but that doesn’t change the fundamental problem of offensive stats being superior to everything else in every situation.