<snip>Combat system is still braindead shallow with no real reason or integrity to grouping because of the homogenized roles and tendency toward zerg… <snip> …Badly designed boss encounters (Claw of Jormag, Zhaitan) that still show off how horrible an idea it was to remove heavy instancing and trinity roles to give players a deeper, more cohesive experience. <snip>
I’m curious about your comments about combat mechanics. One of ArenaNet’s biggest selling points for GW2 as a “next generation” MMO was that its combat removed the holy trinity. It seemed the idea behind it was that groups of players would actively form their own strategies for approaching encounters. You appear to argue the idea has failed. How are groups tending to behave in your opinion? Maybe this idea just needs more time? Or maybe it was just “seemed like a good idea at the time” sort of thing?
Fight the good fight.