Understandably, not everyone will agree with me. It’s impossible for this to happen- you can’t please everyone, but if I were a lead developer from the beginning of GW2 this is what I would have pushed for. Some things may seem out of place, be sure to take the whole picture into consideration. As is, if parts of these were implemented and not others, clearly it would create some serious issues, so take this as a package of how I would have liked to see things. Some of the headlines can be a bit daunting, so I’ll try my best to explain my idea of implementation and how it would fit into the game, so you don’t think I’m crazy and just spouting out nonsense. Again, this is my opinion and how I’d have liked to see things so please respect my opinions, even if yours differ. Enjoy.
If I were a Game Designer in GW2’s alpha:
I would have focused on the GW2 trinity more.
Guild wars two lacks what would make it a great group competitive game (overall) due to its lack of trinity. Of course, this is all my opinion, but I feel like this has simply pushed us into a game where there is no diversity. Everyone is damage, with very powerful utilities (I will call these enfeebles), or are very tanky with quite a lot of buffs and healing (which I will refer to as support). While it’s fine to have created a game for people to play what they want and how they want, it clashes with the competitive and team-building goal they also set. Someone has to win, and currently, of course, solo-build how you want has pretty much taken precedence. However, this is only true, in a pinch, for PvP. In PvE all we’ve really accomplished is forced everyone to play DPS because it’s the only thing not wasting everyones’ time! Truth be told, you really have the same effect in PvP, though slightly more giving with allowing bunkers to exist, but the main goal is still to control and kill an enemy as fast as you can with as little time to think as possible. This reminds me less of an MMO, and more of a hack-and-slash, which I love, I love hack-and-slashes as much as the next guy, but that isn’t what a team-MMO is all about. So, they didn’t want the tank, dps and healer trinity. That’s understandable. Tanking is only usually usable in PvE and useless everywhere else. Healing is usually playing the UI and not the game, so what would I have suggested? Here’s my Trinity:
- Damage dealers: Damage dealer focus on stats such as Power, Precision and Ferocity to deal lethal damage, effectively taking out the competition. Damage dealing weapon-sets and utilities would lose many (not all) boons and conditions, and play very similarly to power players today, minus some condition support here and there. Damage dealers are also (now) the primary interrupters/controllers. For those who lose conditions while blowing up their enemies, they’d be given tools to try to control an enemy’s movements and ability to perform their roles to their maximum capacity.
- Healing Support: Healers focus on stats such as Healing Power, Will (Boon Duration), and Toughness, and focus on providing game-changing boons to allies and healing them to keep important fighters in the fight. This means boons like fury, high might stacks and protection would mostly come from team supporters or those who chose to hybrid-specialize. To add healers each class would get a new weapon specifically designed for healing. (Only 1, so healers would be forced to have an enfeebling or damaging off-set, and still need to focus on battle) Healing weapons would deal damage with their #1 ability, #2 would be a zero cooldown casted AoE/cone heal of SOME sort, small but constantly usable like a basic auto attack. This would never require the healer to target an ally, just watch heal bars (as players already need to do), and would heal the HEALER for 50% less than allies.
- Enfeeblers: Enfeeblers focus on stats such as Power, Pressure (Condition duration), and Toughness. These are our attrition set ups. Their focus is to apply crippling conditions that make it easier for other roles to perform. Enfeeblers also have medium amounts of damage supported by their power. Enfeeblers would be much like condition builds today, except without condition damage (discussed later), they’d focus on condition duration and power damage with the primary focus on supporting allies by applying crippling conditions such as poison, blind, and chill (etc).
Warlord Sikari (80 Scrapper)
(edited by ronpierce.2760)