Post by trapsinger on Mar 2, 2012 11:06:45 GMT -5
Pazz posted this in another thread:
"...and the way they rid the game of the "Holy Trinity" of class/group compilations was pretty cunning."
And rather than hijack that thread, I thought I'd start a new one, because i think this is an interesting thing to discuss.
Indeed there are no classes that are designed to be healers specifically, nor any classes designed to be tanks. However I was reading about the stats in GW2, and there is a stat that does nothing but improve healing, one that does nothing but improve buffs, one that does nothing but increase mitigation, and another that does nothing but improve health. With the guild wars stats designed the way they are, I expect that even though the classes themselves don't define group roles, that by gearing and speccing your character you will be choosing a group role for yourself. It sounds like it would be easy to switch that role with very little effort, but it doesn't sound to me like they've completely removed the concept of those roles from the game.
Further if you look at the abilities available to different classes, and how they work, it appears that most classes get one good self heal ability for their heal slot, and one that helps the group. then when you go into the utility skills, it seems like for any given skill slot you have to choose either a skill that benefits your group, or one that helps your damage output. So again, you would have to choose your group role before you enter combat. There are some classes where they can have a healing ability attached to one of their weapon skills, which means they could swap it out on the fly in combat, but that's not all the classes, so if they are good enough to count as real healing, doesn't that put us back into the mold of some classes can heal, and others can't?
All that being said, I'm still quite looking forward to the game, and their class design feels good to me, I just don't think it's quite as innovative as they claim. After reading all that information on the game, it seems to me that the only way they could maintain the absence of holy trinity roles in their game, would be to make certain that all their itemization has stats for more than one role, and to begin including more abilities that have both an offensive and supportive function.
References:
Stats and how they work: wiki.guildwars2.com/wiki/Attributes
Skill lists by class (at bottom of page): wiki.guildwars2.com/wiki/Skill
Discussion point: Do think you think their design actually removes group roles? Or do you think they can't pull it off?
PS: Yes, I'm bored out of my teeth waiting for my laptop to arrive, does it show?
"...and the way they rid the game of the "Holy Trinity" of class/group compilations was pretty cunning."
And rather than hijack that thread, I thought I'd start a new one, because i think this is an interesting thing to discuss.
Indeed there are no classes that are designed to be healers specifically, nor any classes designed to be tanks. However I was reading about the stats in GW2, and there is a stat that does nothing but improve healing, one that does nothing but improve buffs, one that does nothing but increase mitigation, and another that does nothing but improve health. With the guild wars stats designed the way they are, I expect that even though the classes themselves don't define group roles, that by gearing and speccing your character you will be choosing a group role for yourself. It sounds like it would be easy to switch that role with very little effort, but it doesn't sound to me like they've completely removed the concept of those roles from the game.
Further if you look at the abilities available to different classes, and how they work, it appears that most classes get one good self heal ability for their heal slot, and one that helps the group. then when you go into the utility skills, it seems like for any given skill slot you have to choose either a skill that benefits your group, or one that helps your damage output. So again, you would have to choose your group role before you enter combat. There are some classes where they can have a healing ability attached to one of their weapon skills, which means they could swap it out on the fly in combat, but that's not all the classes, so if they are good enough to count as real healing, doesn't that put us back into the mold of some classes can heal, and others can't?
All that being said, I'm still quite looking forward to the game, and their class design feels good to me, I just don't think it's quite as innovative as they claim. After reading all that information on the game, it seems to me that the only way they could maintain the absence of holy trinity roles in their game, would be to make certain that all their itemization has stats for more than one role, and to begin including more abilities that have both an offensive and supportive function.
References:
Stats and how they work: wiki.guildwars2.com/wiki/Attributes
Skill lists by class (at bottom of page): wiki.guildwars2.com/wiki/Skill
Discussion point: Do think you think their design actually removes group roles? Or do you think they can't pull it off?
PS: Yes, I'm bored out of my teeth waiting for my laptop to arrive, does it show?