No by the gods no, do not bring in the trinity back. I know of what I speak. I used to love dungeons in games like WoW and Rift. My favourite roles where healer and dps. I was never much for tanking. But the times are moving on, and you can sit here and think about the good old days, but what works even better to cure you is to actually go back to them.
..which is what I did. I still had a 10 day trial for the panda expansion left, and i had a 3 day trial for rift for changing my password. I went back and did some dungeons. While we remember these dungeons with sweet nostalgia, actually doing them makes you realise that right now after playing Guild Wars 2, these dungeons feel archaic. There is little movement except for bosses. As a healer, your looking at health bars instead of players and your literally playing wack a mole. As a DPS, your clicking buttons in the right order, over and over again. Yes there is some variation with some bosses you have to kite or kite adds or whatever, but most fights are really standard affairs that are a lot more simplistic and boring then you might remember them.
Then I went back to playing guild wars 2, and I amazed at how my concept of dungeons had been changed. I started playing on my Mesmer and did Shadows Embrace storyline first. It was at the asura boss with the three droids that it hit me. We where losing the battle and whiping, so we had to focus our teamplay. I started switching skills to a more supportive build. And there I was, running around, avoiding the explosions, using phantasmal defender to soften the blow, throwing my null field on my team mates to remove the burning conditions and most importantly timing my feedback to set it of exactly at the moment that the rocket shooting droid shoots its rockets.
I was doing support on my mesmer and i felt it was the difference between barely making it and easily making it. My nullfield where life saving, my feedback bubbles where disabling the most powerfull attack of the most dangerous droid and we finished that fight easily. I felt fulfilled. I felt like a healer except i didn't have to focus all my attention on healing and mana bars during the entire fight. And I wasn't a healer, because while i was supporting my group in a meaningfull way i was at that same time also summoning phantasms, dps'ing the boss, avoiding explosions, dodging and repositioning and occasionally ressing downed characters. It is a level of action that no classical trinity can match, and it makes you feel so much more flexible and powerful. It makes you feel like a powerfull dps and at the same time feel as usefull to the team effort that my disc priest was in WoW.
That is not to say that Guild War 2's soft trinity is perfect. Certainly not. I agree that the advantage of the classical trinity is that its less chaotic, people know what to do. For a large part its a learning process and for a large part its worst with pugs. I do think that will improve.
Furthermore, not every fight is as intense and as deep as some of the fights are. Yes there are tons of fights where you just get a bit of don't stand in the fire combined with bosses that have lots of hitpoints. Arenanet can do a lot of improvements on their dungeons and their bosses. The problems aren't with the concept of the soft trinity in my opinion, they are with the encounters that Arenanet made.
But these encounters are already improving as we see from the fractals of the mist. And remember, WoW started with only tank and spank, in a similar way we can see this games dungeons get a new depth with more exciting battles as time moves on. Arenanet promised improvements in dungeons, new fractals and just the januari and februari updates should match "an expansion worth of content" so I'm certainly hopeful and excited.
But going back to the trinity? No way. The way to succes is not backward, its forward. There are tons of games that have the classic trinity and you can play them right now if you want and keep GW2 for the PvP or whatever. It will be much easier for Arenanet to offer more challenging and interesting encounters to spice up gameplay and team work, then it will be for Arenanets competitors to implement a combat system that feels as flexible and fresh.
But let this game move forward and build on its daring soft trinity concept.It is at this moment certainly not perfect, has its issues, feels chaotic and many bosses and encounters feel half baked. But when it works, it works beautiful, more flexible and entertaining than anything i've seen, like a diamond in the rough, Arenanet just has to polish it. I'm convinced they will.
Edited by Vorian, 02 January 2013 - 07:23 PM.