Symbiont, on 25 January 2013 - 10:25 AM, said:
i come to a realisation i need to BOOT most of the glass-cannon players from my party, specifically warriors and thieves, because they end up getting down more than actually doing good dps.
(playing a thief myself, non-glass-cannon)
A very general statement, but I can see where you are coming from. A successful pure dps requires a complete knowledge of encounters to be successful, which for most players isn't the case. This is more of a skill based issue more than anything else, but I agree you can make judgements based on most of the majority of player base instead of the actual usefulness of a class or playstyle. That said, on the flip side, pure DPS is totally viable, even optimal in 95% of the current group PvE contents (dungeons), simply because the basic gameplay mechanics (mainly dodge) provide enough damage mitigation that makes additional survivability unecessary. I have mentioned earlier in this post that higher dps is never a waste, but excessive survivability is definitely a waste.
It is true that a dps that wipes the floor most of the fight is useless, but so is a pure tank that has his health full, healing and defensive utilities on cooldown for most of the fight. Simply "not dying" does not mean a successful player.
Symbiont, on 25 January 2013 - 10:25 AM, said:
however in late fractals when agony will hit so hard your defences doesn't even matter, this changes the game quite a bit.
(actually it's just bad game design, it's true arenanet)
I will have to totally disagree here. First of all, agony should be treated as an entirely different entity once you get to level 40+. It is something that should be completely avoid. You might as well see you have 0 agony resistance and take it as a one-shot mechanic. As for weather toughness/vitality are useful, it really depends on the class and the role. There are many ways to mitigate damage, you can build for endless endurance, or you can build on toughness and vitatlity to be able to take more grunt, it's all situational. What I can say is a pure glass cannon group won't be successful in later fractals, same as fully defensive teams.
As for the design, I won't comment on where the base design of fractals are good. But I will say this, with my experience levelling up in fractals, this is the only place so far where I see classes truely playing to their strength in PvE. In my opinion there is a extreme lack of challenging content in GW2, save fractals, which is still quite limited in this sense. What this resulted is a convergence of playstyle regardless of the actual profession. But fractals changed that, even though some difficulty are cheap difficulty, but you can actually see the profession diverging from their previous playstyles. This is where the problems with the usefulness of classes are exposed, and this is where Arenanet could get some real insight into future PvE content design.