[Gameplay]The Unorthodox Trinity

[Gameplay]The Unorthodox Trinity

in Living World

Posted by: Dondagora.9645

Dondagora.9645

I like the way that Arena Net is making the Living Story, helping to balance around their version of the “Holy Trinity”. For those of you who don’t know, ANet stated that their goal was to eliminate the old damage/tank/healer trinity with their damage/control/support version. This is more evident in the recent Living Story updates. While Damage is almost always necessary and you can make do without the other two branches, the game is shifting so playing control and support are easier to make use of.

For instance:
-For Control, certain non-boss enemies are moving about with a specific purpose. This can be seen in the mordrem fight where you need to move Marjory’s minion close to the boss. You can use control to stop the hound from killing the minion and slowing it to an extent, removing damage being done to the minion itself. This is a different alternative of tanking where you remove the damage being done instead of take it yourself. Another example is when you have the ability to slow the ghost mender from buffing the boss in the Rytlock fight, making it easier to win, even slightly.
-For Support, you have stronger allies to buff or defend to act as the main source of damage as you keep them alive. I admit, this isn’t as well done or as blatant as control, but I believe this is a step in the right direction, using the support role to empower NPC allies to become strong enough to act as the player’s main dps. This needs some work, I think, but the stronger NPCs definitely helps.

For those of you who don’t want GW2 to become a frenzy for only zerkers and zergers, how do you want to see ANet improve the roles and jobs that these two[Control/Support] can provide? Special mechanics for enemies? Alternative victory requisites? Anything that can help ANet push diversity in PvE and instances, please post here.

Also, try not to be a kitten and say “DPS is the only thing that matters, lolz”
I don’t mind the first part, it’s an opinion, but the “lolz” really annoys me. Just don’t.

[Gameplay]The Unorthodox Trinity

in Living World

Posted by: Sinifair.1026

Sinifair.1026

I’m personally very pleased with the way boss mechanics are being handled, making control and support a viable option as well.
- After having gotten used to the “DPS is the only thing that matter, lolz” mentality of people, and using such builds when simply soloing content, I was pleased to find new and interesting mechanics in the second season (and some of the latter chapters of Season 1), which challenged such a mind set.
- The Tequatl fight, when they revamped it, was also a pleasure, even though we got ganked big time. The zerk/zerg kept hitting Tequatl, even though the bone wall was up and he was invulnerable. The chat was filled with “Don’t bother with cannons, attack!” – We got him down to 84% health the first time I played it. Was pleased, and amused.

On a side note, I also recently tried the Aetherblade Path in Twilight Arbor for the first time, and I was pleasantly surprised, seeing as I was used to people simply making “runs” through dungeons in general.
- The mechanics were far more interesting than anything I’ve tried prior to it in a GW2 dungeon

- I think that if the damage output is strong enough from the bosses, there is a need for the support role, or that is my experience with it.
Playing support in such tight situations really makes a big difference, although people get mad at you for not being a DPS.
- As for control, they are already doing some great things, such as the mordrem fights. I also find that the mordrem husks, with high armor, makes the condition builds more viable.

- I still have hopes for GW2, although I find the pace to be a bit on the slow side (it’s picking up, though).

(edited by Sinifair.1026)