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I appreciate your comment. Thank you for taking the time to write all that.
- I feel linking boons and conditions directly to different stats was a bit hasty on my part, but I still feel that stats should affect the skills in the game more directly than they do, aside from just making them more powerful. As it is now, I feel characters are too strong by themselves, which is why there’s this illusion that there aren’t any defined roles in combat. There are roles, they just aren’t as clear cut and apparent as they are usually are. I feel that, if done correctly, this concept would increase the presence and potency of other stats and make builds feel more distinct and unique from one another. I draw this concept from GW1s combat system and how effective it was at creating build diversity. Builds that had the exact same skills could feel completely different based on how you allocated your attributes, and could even give them completely different roles in combat.
- In PvE, Offensive builds are the most powerful, but in PvP, I would argue defensive and condition builds are the most powerful. I would even go as far to say they’re too powerful. You don’t really see glass cannons in tPvP anymore, not even on thieves, who have switched to s/d from d/p. And the reason why defensive and condition-focused builds are so strong is largely because of passives and how stupidly simple it is to apply conditions. A burst build needs to significantly outplay a defensive condi build to win, and this shouldn’t be the case in a balanced game. Again, I feel builds are too powerful because they have access to too many options at once. I feel there needs to be a bit more specialization to achieve what we see in some of these builds.
- That is a fair point. I would honestly prefer there were no defensive stats in GW2 and everyone had the same amount of defense dependent on their armor class. I would also prefer there were significantly more utilities and weapon choices to choose from so that one could specialize to a specific role based on skill choice rather than stat choice. However, I don’t see anet even considering this for this game (despite that it was done in their previous).
You should notice by now that I seem to care a lot about specialization. While good arguments can be made against it in an action-oriented game, I feel it is necessary in a team-oriented game. If you don’t have distinct roles, all the classes meld together and have the same playstyle. From playing all 8 classes extensively, I’m disappointed at how similar they all feel. The reason why you can bring any combination of classes into a dungeon and complete it with relative ease is because all of the classes are pretty much the same with slightly different themes and mechanics to differentiate them. This can be argued as both a good and bad thing, but from the success of GW1, I see it as a step down rather than up.