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I will say that GW shows its age in how easy it is to "build wrong", and it's very true that one can't hope to approach it like an "RPG" when it comes to populating the merc party if they want to have a less frustrating experience. |
Apart of that, and the introduction of EotN (even more power creep - consumables, PvE skills, more heroes - which actually make the game EASIER and let you bring more variety without crunching numbers), it's pretty much the same over the years.
The difference, as many already pointed out, is in the CCG-relation of Guild Wars mechanics, especially to MtG. Your own build needs some synergy. Your team build desperately needs synergy, and even if thoroughly thought out, you still can get rolled if the opponent's build (deck in MtG) simply counters yours (which would be viable in most other places, but in that certain one you may fail - compare running a really nice creature-heavy deck in MtG against a white deck with lots of protection against chosen colour and spells that destroy all creatures on the table). You can get your build wrong, as well as just non-effective in that particular area of the game.
Still, even in other games, including single-player RPGs, you can't really always run what you like. Dragon Age? Try playing without any healer - sure, you can always use hundreds of potions, but that's just a substitution to direct healing. 90% of MMOs out there also require tanks and healers in your team when raiding, some even require tanks when going out for some PvP. If you thinly spread your skill points on useless stuff in Fallout, and waste perk points for something you won't really benefit from, you're pretty much screwed, especially when not playing on easy mode. Even Diablo - while you can build your character to your liking, you have to introduce potions to your overall build, and when there are no potions in Guild Wars, you have to use skills that would compensate them.
All of that said, most builds should do just fine in Normal Mode, even of EotN, as long as you apply correct tactics and a stable basis (decent healing, some shutdown/mitigation via mesmers/minions/spirits, properly thought DPS). Careful pulling, corner-blocking and proper calling are just some examples. Sure - you still are limited to some point, as in you will have a particularly hard time fighting a group of centaurs that spam condition removals if your whole DPS idea is based around conditions, but again, that's the MtG-like natural counter-deck to yours and you have to adapt.