While it isn’t the first game to do this, Guild Wars 2 has been praised for the removal of the holy trinity (tank, dps, healer). And while everyone may have their own opinion on whether the trin is good/bad for MMOs, ArenaNet’s implementation of a supposed “you can be any role you want” system confuses me, specifically with the decision to keep the traditional three armor types.
For those who aren’t aware, two armor pieces at the same level of different types have a considerable difference in defensive stats:
A medium armor piece has 90% of the defensive stats compared to its heavy counterpart and a light piece 80%. The other stats (power, vitality, etc); however, all have the same totals.
This is a tremendous problem for a game that’s trying to make a 1v1 close ranged combat a viable option for every class.
In fact, I would go as far as to say this the primary contributing factor to the current class imbalance. By removing the holy trin system, basically the tanks got the best of both worlds, they became a fighter class and gained the ability to do damage and became self sufficent healers, they also remained tanky. Casters (those who wear light armor) on the other hand, got the roles of healer/support and dps merged into one, for the most part; the main issue is their durability remained the same. Casters in this game are as fragile as any other squishy mage or healer that you would encounter in any other game. This should not be the case in Guild Wars 2.
For the most part ArenaNet did a great job on the fighter classes, we see some warriors that build tanky, but also some who focus on damage. Variety and choice: these are good things. On the other hand, notice how casters are only restricted to the role of a ranged dps (elementalists can spec into support, but that’s another story). The reason for this is that casters are just too fragile, and the root of the problem is discrepancy between armor types, when you compounded that with the fact that casters typically have low base health, you end up with characters that are just unable to withstand a lot of damage no matter how they arrange their traits or gear.
What should be done then? Feel free to come up with your own suggestions on how to combat this design flaw. I suggest one of two solutions:
A) Simply make light and medium armor on par with heavy armor. Simple, intuitive, and lines up perfectly with the design philosophy.
B) Keep the defensive stats the way they are but increase the “other stats” on light and medium armor pieces to make up for it. If a lvl 80 heavy glove gives 20power, 30 vitality, and 40 toughness (just an example) then make the medium give 23,33,43 and the light give 25,30,35. I’m sure many caster players can vouch for me when I say the damage of mages in this game are underwhelming.
One way or another, something needs to be done to close the gap between the classes and allow all players to truly play their class however they want.
TL;DR The fact that casters are forced to wear light armor that is only 80% effective, when compared to heavy armor, is problematic in a game where any class should be able to take up any role.