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Originally Posted by Hanok Odbrook
However, while I think the Trinity is less necessary in GW2 overall, they certainly did not eliminate the need for the Trinity. I think, as time goes on, you will still need to see the Trinity in order to be the most effective in areas of the game. Sure you might be taking 5 Warriors into a dungeon, which would be nigh impossible in GW1, but within that group will you most certainly see the need for the Tank-DPS-Support/Heal to effectively complete the dungeon.
So it's those little things that helped to turn me off to the game. Anet spouting high ideals such as destroying the Trinity, having a better server backbone, or removing the traditional quest/grouping system, when in all reality all they did was modify the looks of each. In some aspects, it is an improvement, but in others it is not.
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Actually, Anet never said they would remove trinity roles from the game. They said they would remove the
traditional trinity roles, dps/ heal/ tank, and substitute them for more ambiguous roles, damage/ support/ control. And that's exactly what happens. They have also said that it would be impossible to dedicate abuild 100% to a specific role, and that even a support-focused build will have to deal damage and control a bit, or even a damage-focused build will have to control and support. This, again, is exactly what has been happening.
Even in videos and the like, the devs have openly mentioned how they have played with "support water ele" or "support rez thief" builds in their internal testing. But a support/ healing water ele will still need to deal damage and control opponents, and a support thief will still need to deal damage and control the enemy.
It's impossible to be a dedicated healer, a dedicated tank or a dedicated dps by design. There's no aggro system for a tank to exist, there's no ally-targetting for a dedicated healer to exist, and there's no over-reliance on healers and tanks for a pure DPSer to exist.
Everything that is happening in GW2 is exactly how Anet as described it: a new, more diversified role trinity, and no builds 100% focused on a single role of that trinity.
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Anet had a tremendous opportunity to capitalize on the success of the design and mechanics of GW1 and really take the genre into a new direction. They chose however, (in essence) to take the Civilization series and make an FPS with Civ VI as the title.
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For me, not only is it an issue of Anet completely ignoring the existence of every single mechanic of GW1 that makes me look at GW2 with disdain, its the fact they forced nearly every mechanic and element that I personally detest in a mmo/rpg.
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I really question the bolded parts. The phylosophy of GW2 's mechanics is an evolution of GW1's, only the implementation is different. What has GW2 completely disregarded from GW1? Hero/ henchmen parties? What more?
Here's a few examples of how GW2 improved upon the original game:
1.
Instances. They were a double-edged blade for GW1. They improved story-telling, world-building and organized parties, but took away from the social factor and a lively online world. GW2 improves upon them by still using instances for story-telling and organized dungeons, but normal maps are now lively with players, and changes to the world are now expressed through dynamic events. This should make GW2 instantly more popular than GW1 except for a minority.
2.
Cooperative PvE. No loot stealing is still in, ability to rezz other players anytime you want and achievements for doing so, events that gather players together, skill points that gather players together, etc. I don't recally anything that makes GW1 better than GW2 here.
3.
Map traveling. Teleport anywhere to any time, and now there's a lot more places to teleport to. Yes, there's a cost now for economy's sake, but let's forget GW1's economy sucked.
4.
Cash shops and grinding are for cosmetic items or rpestige only. Nothing to say here, same philosophy, same implementation.
5.
Skillful play over grinding. GW1 did this with a low level cap of 20, easy access to max armor, and a big focus on build creation. One of the problems is that many players didn't like the lack of progression with leveling. GW2 allows progression to a high cap now, but levels you down when overleved, which in practice achieves the same thing as GW1's low level cap, but without creating a negative feeling of lack-of-progression. Functional gear is still easily obtainable. And the focus of skillful play was shifted from being almost completely dependent on your pre-battle building, to a healthier balance between pre-battle building, and knowing to your your skills midbattle. Of course, I'm talking about early GW1 's PvE, because nowadays the game's PvE plays itself while you're eating your sandwish, and all you need to do is to move with yuor character around. For PvP, this issue was also improved upon, as you won't have to grind for balthazar points anymore to unlock the skills and runes you need.
6. Etc.
And here's a few examples of things GW2 is excellent at, while the original GW1 was nothing special:
1.
Quests. Is there anything to say here? When it comes to dynamic events, we can't compare which one is better at, because one of them does not have it at all, which makes the other clearly superior in this aspect. When it comes to traditional quests, GW2's hearts are basically GW1's quests in style and flavor, but without the tedious of having to cross half the map to get back to your NPC, with more diverse means to complete the quest, with more diverse and meaningful prizes, and an interesting synergy with events. GW1's quests had the problem that most of their reward was experience, and skill points were very easy to get by. GW2's hearts experience is more relevant, and they unlock unique shops with lots of things to buy. We get a direct, massive improvement with the sequel here.
2.
Titles/ Achievements. Now all achievements are account-bound for GW2, and there's even daily and monthy achievements to keep people busy. A direct improvement.
3.
Exploration. With hidden locations, underwater scenarios, jumping puzzles, rewards for exploration, dynamic events, crafting materials to collect, and the possibility to complete the map anytime you want, without the need to come back and repeat everything (vanquishes) nor the need do it all at once (again, vanquishes), and once again GW2 offers a direct, clear improvement over the original. In fact, I'd say GW2's world is one of the most worthy to explore, even when taking into account excellent offline RPGs.
4. Again: etc.
Whatever we are left with, like the skill building, the combat, the moment, the controls, is where GW2 goes into a completely different route, and comparing both is not very fair.
Regardless, I can't see how GW2 will last any less or sell any less than GW1. Part of the sequel might be too different, and that's why some big GW1 fans won't enjoy it as much. But the other part of it is a very clear improvement, so much that I wouldn't surprised, had GW1 gotten any more expansions/ campaigns, if it inherited countless details present in GW2.