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Originally Posted by FoxBat
Yes but unlike (many) magic decks, you have a team of 8 players that independently spec into attributes. Those 8 slots were filled with 5 of the 6 classes, so the game was "balanced" in that sense. Of course the monks were always boonprot, the flagger was always ether prodigy, eles were air, rangers did cripshot, mesmers were dom, etc. so there wasn't much build variety. With the occasional spike gimmicks rearing their head now and then, only to get smacked down with the nerfstick.
You can't even begin to talk real balance until players are actually using the best builds.
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That's not entirely true. water and ward eles were frequent for their utility (though they didn't have the spike potential of an air ele like they do today, water eles arguably can do more damage now plus, without the exhaustion.) and were brought as support to an air ele. ppsd mesmer were around with migrane or crip anguish, so were inspiration edenial mesmers (partly bc u didn't have to spec into surge burn to get the edenial). Rangers, who notably not known for the spike potential...sloth hunter's, were best at snares, though now there's water eles that snare better and spike better at the same time without facing as severe energy issues. at least four different builds used pets, in very different ways, which were run by various top 16 teams. it was unheard of to be able to kill anyone with 0dp with only 2 melee in an 8v8 even when everyone was running -75hp. boon prot monks had good survivability when they were on their own and for awhile the trend shifted that way, mainly because of their ability to quickly cast utility spells that also healed relatively well- as well as CoP, but they still didn't have the raw healing power that a word monk had.
if the skills were developed with the comfort of not having to make skills better than the previous campaigns/expansions to increase sales but maintain their skill line identity and give it a unique twist or angle that's appropriate to the current campaign would be better.
there will always be a few skills that are better than the others, but in the first release they were sparse and few in between. you couldn't afford to bring all of them, so you had to choose carefully and figure out what utility to compliment those skills with. with each new release, they exponentially added more and more overpowered skills so that you would be more tempted to buy the next game. Now virtually every line has overpowered skills. So the selection comes down to which overpowered skill line has the most utility.
Again, the most obvious example is the water ele. water eles not virtually do as much, if not more damage than air eles. not only that, they have skills that apply degen, blind, miss hexes, energy maintenance AND snares. water eles at first had some hex snares (ice spikes, deep freeze, frozen burst, now there are many more powerful ones) no blind, no degen, very little damage, and no glowing ice.
Sure unrated type 1 games will still be fun every once in awhile, but tournament play restrictions to type 2 only might increase the longevity of pvp in gw2. like i said i read that gw system was based roughly off of magic, and that many of the devs were magic fans. that was also where the 8 skill slots per person came from, which is great.
if you think about it 64 skill slots per team isn't very much, at least it wasn't when there weren't many skills to choose from and each skill/skill line was unique and distinct. over time 64 did turn out to be alot when all the skills began doing basically the same thing.
just saying competitive gw2 pvp may be more fun and maintain higher retention if they limited out campaign skill sets (and maybe maps) to the last 1 or 2 releases.