To Izman, I totally agree about the dps thing. Honestly, I’m seeing that if I tank down even a little, it makes a big difference on whether or not you win. Sure, both of your skills are now recharging, but you can take more damage. So you are ahead of the game. That’s just my personal opinion, and not something a really care about at this point. It is mi·nute in comparison to the horrible slow skills…
I’m undecided on the Holy Trinity. I mean, everything in life requires a little of everything. But… If Arenanet was to really try to step away from the Trinity, their first move is going to have to be lowering the skill recharge. Because with such a high recharge, the gameplay becomes stagnant, and is no longer a game of skill. It is now a horribly recreated trinity, using makeshift roles that are meant to be multipurposed, but cannot hold together properly.
To be able to adapt to combat, we need to be able to react quickly. We cannot do so if we spend 2-minutes waiting for our skills to recharge. It takes less than 10 seconds to die.
If Arenanet doesn’t take care of this, I honestly see dungeons becoming nothing more than an ugly trinity. PvE seems to be partially unaffected, because lets face it. PvE is easy as eff. The entire game was a glorified walk in the park, imo. I never had a challenge. I not once lost an event, unless it was a group event that I tried to solo. The events do not change, blah blah blah, different thread. I’ll post it when I finish writing up all the flaws. >.>
For sure. In its current state, GW2 is an ugly trinity, and I agree with your thoughts on lower cool downs.
A summary post:
Currently, Dynamic Events and Story-mode Dungeons are working fine with the current system. Arena net pretty much accomplished this well with their standpoint on team composition (“players should bring the player, not the class”)
However, their view of the “end game” (Exploration Dungeons) is massively flawed. Skills take way too long to recharge, which means any means of defense (ex. Lightning Reflexes) can only be used once before falling over, etc.
A good team is one that lets health bars drop, and then picks up allies while fighting: creating nothing more than mindless zerg while people are on resurrection patrol.
An overview of my opinion:
- redo the weapon skill system: make the left side of the bar customizable
- lower cool downs on utility skills
- traits should dramatically change your character, not +5% damage
- increase the current weapon selection (no 2H axe? really?)
And a big one:
- Create roles. Skill, in RPGs is either based on tactics, character planning, team planning, or a mix of all three. Nothing else separates you from your opponent.
In Guild Wars 2, character planning is gone because everyone inherits the same weapons, and it’s painfully obvious which weapons should invest in power, or condition damage. Traits are just drops in the pond of your character, and don’t do much.
Team planning is gone. “Bring the player, not the class” sums it up perfectly— you should be able to clear a dungeon with 5 rangers just as effectively as a well-rounded team. Utilities are too inconvenient cool-down-wise to effectively craft teams around them, and enemies simply have too much life to reward coordination.
Example: Fresh level 30 with my brother and friend. We go into AC Story with the goal of pulling a heavy-trap initiation, to weaken the enemies and create some combo fields for allies. What happened? We set up traps, pulled mobs, and the full-trap combo literally scratched them. It just didn’t do enough damage, and the combo fields lasted for only a few seconds. All that planning did nothing, and the fight resumed into a health-bar-attrition war lasting a few minutes.
That leaves tactics, which, getting ahead of myself, was answered in the previous section as well. Planning is unrewarding.
How Arena.net intended the roles: DPS, Support, Control
How it ended up: DPS, DPS, DPS
I apologize for the rant, but these are my current thoughts about the game. Feel free to rake me and discuss.