But in essence Vayne is right. If you have to choose between Tank, Healer or DPS – or Control, Support and DPS as is in GW2 – the variety in builds goes right down to a grand total of 3. After all, if we’re talkiing about basic roles, GW2 could have any amalgam of:
- Movement Control (Cripple, Immobilize)
- Damage Control (Weakness, Blind)
- Healing Control (Poison)
- Direct Damage
- DoT
- Boon Stripping
- Healing (Healing, Condition Removal, Regen, Reviving)
- Offensive Support (Might, Fury)
- Defensive Support (Protection, Aegis)
- Field Provision
It doesn’t necessarily have to be choosing between one of 3 or more possibilities. In fact, even trinity games allow healers and tanks to do more than simply heal hp bars and taunt foes. There’s usually a combination of effects in varying intensity that allows one to fill in for multiple roles or swap into other roles for limited time if circumstances require.
That being said, the points you list don’t have to be the only mechanics at work. Combos are a thing that exist, it’s just downplayed. Blocking and evading are mechanics as well, they are just overplayed. The various mechanics should be balanced in such a way that you can combine them to some degree to fulfill a specific or blend of roles. What can currently be accomplished isn’t non-existant but things lean far too much on some mechanics (like fire fields and blast finishers) and hardly at all on others (whirl/projectile finishers and practically any other field but water).
I don’t get why people are so stuck up on the fact that you need the Trinity to create engaging encounters. You don’t.
The Trinity, in essence, is only possible because there are 3 mechanics constantly needing attention: threat; outgoing damage and; incoming damage. Regardless of what else is going on in the fight or mechanics unique to that particular encounter, them 3 are a constant and will appear in every fight, thus keeping the players of these individual roles busy.
Taking that into consideration, GW2 could easily have encounters – both open-world and instanced – that required a bit more than just damage. All they would need is multiple mechanics that would need to be tending to happening at the same time.
This would open up more build diversity – since, unlike the Trinity, the encounters aren’t bound to needing a tank, healer and DPS – and at the same time, this would allow groups to choose their method of approach; everyone bring a little of everything an rotate that way or have a group where each player builds to combat a specific mechanic.
You’d likely have to broaden what each of those roles entails, however. Once you do that, then you can make more mechanics that interact with them. Currently, a support role just applying lots of boons or hp has too limiting an effect to play off of that would be crippling to any instance a dedicated support of a specific type isn’t there…