A lot of people like to deny it, but i think the lack of trinity in this game severely hinders what real, engaging tactics the PvP could have with the dodge feature and CC. There’s no active mitigation, they’ve done nothing but take an interactive paradigm out of the game. To me, the time saved grouping does not at all make up for how shallow and hollow this game feels when speaking of group combat, group integrity, and role specialization. It’s like we’re all Mario and Luigi. You may be green, but you’re still throwing fireballs just the same as anyone else. People that hate on the trinity that they know from WoW have no idea how fun it and fulfilling it can be in games like GW1. I want to acknowledge TC for the “responsibility” comment. In games like GW1, i always felt needed and i knew precisely why regardless of what class i was playing. Every build i could logically muster had some new, exciting use and synergy to bring to the team. In GW2, well, everything seems to just revolve around raw damage as options, specs, systems, etc..all seem to be very limited in regards to player choice. Interrupting, shutdown, etc..all roles available and integral to GW1, really marginalized here.
Just want those ignorant folks hating on the trinity at every turn of the page to take a moment to think about what the effects of not having much in the way of combat, content, and by association, the difficulty structure provided by trinity-centric game design, does for an MMO game.
In turn, we have bosses that are glorified meat shields with hit points in scientific notation, OHKO mechanics, defiant stacks that marginalize the very existence of CC and skill composition…that marginalize the very nature of some builds. In a trinity system, this boss would be challenging on his own merit, with maybe an interesting posse of other bads that heal him or synergize well with him through a well designed skill system (GW1). You would have to think about not only killing the boss, but relying on your team to effectively mitigate damage and supply enough pressure to break down the enemy team. You’d have to remove and apply CC and shutdown at integral times and every action rewarded your team with efficiency, everyone played a role that wasn’t just reskinned (aside from some DPS classes) Needless to say, with trinity system, encounters have A LOT more room to be designed with depth and strategy as they aren’t given ghost mechanics (defiant) to make up for short-sighted design choices. They are also not designed around 1 boss or 1 mob against a zerg of players. Trinity system offers mobs with roles to combat players with roles, which in my opinion, offers a much more structured experience where you know what went wrong, why, and just how to fix it. Try telling the same to a group of new players that just hit 35 and wanna try AC explorable.
Now, i know the target demographic ArenaNet was aiming for simply won’t be able to comprehend this, but really, not having a trinity system holds this game back in almost every facet…PvP depth, PvE depth, combat, skills, etc. Classes seem to do mostly the same thing with a different mask and when you get right down to it, the integrity of the game suffers severely. You may wear a different mask, but if you’re doing the same thing as me, you better be able to do it just as good.
Overall, less variety, no defined roles, no targeted support, removing an interactive class paradigm that allows for deeper content structure and combat design, it all leads to what we have here. Nothing but a shallow, casual fan-service.
Maybe that’s why they introduced SAB? It’s very Mario friendly.

