Showing Posts For Muti.6823:
The problem the OP outlined has to do with the players not being organized, not with the removal of the trinity. I have had boss encounters that worked out beautifully with players naturally forming roles such as tank, dps and support (healing and reviving).
In one specific example, I saw Eles tanking better than other classes. I absolutely love not relying on an egomaniacal monk to arrive and be persuaded to join my group before I take on the boss.
For hardcore dungeons you really need to rely on communication with your team – the zerg effect occurs when players aren’t communicating and just rush in. GW2 supports both encounters and places the emphasis on skill rather than class.