Fenice_86, on 28 December 2012 - 11:43 AM, said:
i dont know... i tried a couple of dungeons with my friends... i was doing 75% of their dmg, had the half their HP, providing the same amount of support... maybe i was too used to Evasive Arcana, maybe i'm too noob (i dont think so ofc

i was Rank 6 + GWAMM in GW1 not exceptional nor bad)... i was just not having fun anymore after that nerf... being useless...
Well but let's dont go off topic, the point i was stating is that, in the current meta, there are way more "Soldier classes" than the other 2 types... there must be a reason isnt it?

Because there is no way to have a visual impact on your team unless you are dealing damage. A shout warrior healing his team for 4k every 20 seconds will still see that healing be taken away by one attack from any dungeon mob. A guardian using party wide aegis will still only do so maybe twice every minute. Not enough to make even a dent in the amount of attacks enemy mobs push out. An ele using his big heal will still only heal his team for 2 seconds before the field is gone, and then has to wait for like 20-30sec to use it again.
In short: GW2 combat is boring because you will never make a noticeable impact on your team whatever build you run. If you can't, well then you won't do it, because it just isn't fun. Because supporting is rarely fun in this game, you see most people run glass cannon instead because, well, bashing someone's face in and seeing big numbers is always fun.
This is why a lot of pugs are so shit compared to guild teams. In a guild team you know what the other people are running. The two guardians and the water ele in your group may be fine with supporting because they know they are keeping the two GC warriors up, making the run super duper quick. When you are joining a pug however, if you happen to be the only support you can't make that noticeable difference and with sub-par damage you will simply feel like a liability to the team.
Compare this to a monk using protective spirit, a mesmer using Panic or a necro using SS, or maybe an ele using an array of earth skills. The monk can prevent millions of damage throughout the run. The mesmer can completely shut down a group of 20 enemies, the necro can completely obliterate a group of that size, and the ele can become basically unstoppable. All of these skills made a noticeable difference.
GW1 didn't require these skills to complete casual content. However, if you wanted to do UW or DoA or FoW you needed a well thought out team composition to do so. GW2 will never be able to have the same amount of planning go into team builds etc, because the only way GW2 devs can create difficulty is by creating enemy abilities that forces players to dodge. Look at Lupicus, Subject Alpha and Kholer. Widely acclaimed as some of the best bosses in this game. What do they all have in common? They force the player to use dodge wisely. The same can be applied to FotM. The only requirement to progressing is being able to dodge all the agony. Is it fun on Kholer, Lupic and Alpha? Yep. Will it be fun in 3 years if all their end-game content consists of learning when to dodge? Nope.
This is why GW2 must make step towards having a trinity if it hopes to keep any long-term players. They still have a ton of casuals playing who are leveling characters, exploring maps, sniffing flowers in Queensdale etc. But when these people leave, all they will have left is the hardcore players. The hardcore players value skill-dependant encounters and difficult dungeons, but I truly believe that Arena Net with their current system simply cannot make any challenging content. They already have the basics of a trinity system lined out. Every profession can with a little tweaking do all roles of the trinity, they just need to make it a lot more rewarding to delve deep into your supportive, damage or defensive traits.
Edited by Gileas898, 28 December 2012 - 12:12 PM.