XPhiler, on 02 November 2012 - 09:34 AM, said:
Like this you get the best of both world. You choose the weapon that is more suited at your play style but at the same time you cant lock yourself in that play style and if you choose say dps and end up in a situation where the party could benefit from CC or Support, you can provide some even though not as effeciently as you can provide DPS!
Except you don't get the best of both worlds, you get a gimped jack of all trades. They had the right idea but didn't execute it right. It's kind of pointless being able to be a tankdpshealer all in one when you can't do either of those things well, but are just merely able to do them and if you do want to do that, at least on warrior you're stuck using one trait setup the entire time. Because to be any sort of supportive (healing wise) help, you need to trait Vitality. If you want to do CC you have a few more options but you have to use Hammer/Mace and shield too I guess. If you want to tank, well I wouldn't bother because that requires a trait line, a shield and the use of useless skills (like Endure Pain which should have a much shorter recharge in PvE).
So look at that, you end up having to get stuck into a stickler build anyways..one that can't change on the fly.
There is a fix for this though, a fix where you wouldn't be a gimped jack of all trades but an actual useful jack of all trades. Remember how attribute points used to cost in Guild Wars? Then they changed it and made that game much better. Time to split PvE and PvP in this game, make it possible so you can change trait points anywhere you want in the PvE world (outside of combat of course) and then that will really liven things up. Probably cheap up the difficulty though but that's another conversation.
Splitting PvE from PvP will make it so they can take useless skills like Endure Pain, and give them a 30-45 second recharge instead of a 90 second recharge for something that lasts 5 seconds and prevents 3 physical hits and no protection against DoT. Granted that's still just as useless but that's because of other things. Defy Pain was a beautiful skill in Guild Wars after their tweaks, in this game it's something that only activates if you have it traited, at 20% health and is also on a recharge that's too long.
Anet I can't believe I'm saying this but follow what the developers of D3 have been saying their past 2 patches. They want you to have fun being overpowered. That's something you should be aiming for in the non dungeon PvE part of this world. I'm not saying I don't cut down monsters left and right now, I do. But if I could do that tenfold I'd be having much more fun with the combat. The monsters are going to die anyways, may as well make it fun.
Edited by garethporlest22, 02 November 2012 - 09:55 AM.