Jest Chillin
Member
There is something true about the argument that the game suffers due to a lack of defined roles.
I hate the holy trinity. I really applauded Arenanet's attempt to break away from it. But ultimately in PvE terms it doesn't quite work. Fights end up with everyone running round doing their own thing in chaos, group skills not being used and fights lasting forever doing the same thing whilst someone kites a boss around.
Before the game launched Arenanet outlined the 'roles' each class could take in fights - earth specialised elementalists as control, engineers as support etc. That hasn't played out at all - other than the guardian class for buffs. Now it's possible that at the very high levels of play you need to work better together and play like that but up to fractal 15 and most dungeons it doesn't.
I don't want a return to the holy trinity. But they could make some good changes to help:
- a better UI for buffs and debuts
- clearer notifications where buffs are coming from - think it would really help group orientated specs if people could see where and why they have buffs from! Right now you can play a buffing / support class in a group and people won't even now what's happening.
- clearer different ions between roles. The original idea for the game wasn't that there would be no tanks, it was that you had 'control' characters instead who could fulfill that role through a variety of ways. Instead we just have semi-random aggro, mad kiting and chaos. 5 dps just results in unfun chaos.
- clearer notifications in general. Combo fields are great but a lot of effects are hard to see and hard to react too in time and they should promote group play a lot more.
- enemy AoE marks on the ground could be a thousand times better. Just copy Secret Worlds system - it's so much clearer and helps group combat immeasurably.
- clearer notifications on enemy casts and abilities.
Again, my comments are purely for PvE - I wouldn't want to change things for PvP as I know that seems to work well. I just feel group PvE really suffers because of the direction the game ended up taking away from the original vision.
(And lets not talk about the big dragon fights, which are honestly some of the worse content I've seen in an MMO).
I think it works just fine, though that's not to say it couldn't use some improvement. I enjoy that everyone is dodging and running to and fro while fighting. It makes it feel like an actual fight rather than a choreographed dance. Everyone brings their talents to the table and you get synergy through Buffs/Debuffs and Combo Fields but I'm not dependent on a Tank or a Healer and I don't have to wait for some other party member to hit their skill so that I can activate the next part of the skill chain.
It's organic and wild the way it is. And while that works against efficiency, efficiency can suck it. Efficiency makes everything boring and bland and I'd rather have some action. My favorite dungeon runs were the Molten Forge runs with all the different groups I ran with primarily due to the last boss fight being unpredictable. Even with a really efficient group, 2 or 3 people could get caught and then suddenly the fight is crazy and you have to play more dynamically to get people up or to survive until the bosses were downed. It was incredibly fun.
Personally I don't like rank and file organization in dungeons. I don't find it fun to organize and systematically hit the checkpoints for an encounter. Maybe that's just me though.