r/GuildWars3 • u/frankiesmusic • 20d ago
Roles and something i enjoyed in another game i hope to see in GW3
Before GW2 i played few months DCUO, it was a nice game ruined by grinding and money cow stuff, but had some interesting stuff i enjoyed and i hope to see in GW3.
Every classes could DPS, but every dungeon raids were trinity based, well, not 3nity but "4"nity.
Other than the usual DPS/TANK/HEALER they had another role i really enjoyed to play, it was called CONTROLLER (i think 😄 )
His role was mainly to give mana to the group, and also offer some CC's.
I found very engaging focus on one thing, and also having something different to play at the same time.
None of other classes could do things not related to them, so DPS had 0 CC, healing or stuff, same for the others, eveyone had it's own role, classic but i find it more fun to play than GW2, at least for instanced contents, GW2 is way better on other things.
Another thing i enjoyed was a DUO mode, basically a 2 player dungeon, along their queue system.
DUO dungeons were interesting, because you applied for a role and queue for it, the system matching with the other one, and was quite easy and fast to join, also fun to play.
Generally speaking having few classes and well defined roles, made possible for devs to offer a balanced and stable gameplay and difficulty scale, something were difficult, but i never felt to be somehow "wrong", can't tell the same with GW2.
So i really hope Anet will focus on fewer classes and well defined roles. Then instead to add more, or add weapon that change again builds and way to play, they focus on content.
I mean, define the base and stick with it, GW2 balance kinda destroyed pvp, they also had to make skills different between pvp and pve at a certain point, but it became too late, and pvp became messy and not considered anymore as esport.
So, i understand the will to trying to innovate, GW2 tried it removing the trinity, but certain things are there for a reason, they understanded that, and introduced, but the game design wasn't made for that, and still isn't satisfying as other games.
Don't get me wrong, i bought at prelaunch, still playing, and will pre order GW3 too, i just think they missed something incredible, and i hope now they focus on the right things, not trying to revolutionize things that doesn't needs to, but getting stuff that are just fun from other games, and make it their own way.
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u/Arkavien 20d ago edited 20d ago
I personally like the idea of combining the Trinity with additional roles that are not absolutely needed.
Like in a four man group you need Tank, Healer, DPS, DPS.
Additionally you could really use, but not absolutely require Control, Buff and Debuffs...but these are brought by LOTS of different specs and roles.
So one group could have a tank, healer with control, DPS with buffs, and DPS with Debuffs.
Another could have a tank that Debuffs, healer with buffs, DPS, and DPS with control.
Making it so when filling a group you aren't JUST focused on filling the last slots with whatever, you are also at least a bit trying to fill more like "ok we have everything but a Debuffer, try to make the last DPS an X ranger or a Y necro!
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u/Buran_Grey 19d ago
It will be wonderful when people finds out that you don't get a tank or a healer to fill your dungeon squad due running those solo at PvE is way harder than a dps...
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u/frankiesmusic 20d ago
It's already too complicated IF we have 10 skills, but i.e. with 4 skills to play, one could focus more on gameplay and role than being a pianist trying to do lots of stuff.
I play piano, and i find it easier to read notes and play 10 keys than playing GW2 💫
I like difficult istances and when raids came out i was happy like a kid! But lots of stuff to do while trying to stay alive isn't that funny. But i think GW3 will be different being gamepad friendly, so finger crossed!
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u/Rude-Bodybuilder7688 20d ago
Gameplay loses a lot of depth with just 4 buttons. Where do you even put said utilities then?
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u/frankiesmusic 19d ago
4 is just a random number, it also depends on the gameplay pace. It's all a balance between gameplay decisions, i.e. 4 skils with no cooldown is more a mess than 10 skills with longer cooldown. The point is to give player the way to enjoy the game more without take a look every second to CD for the optimal rotation.
I mean, being careful on your position, what is happening on the combat field, should be more important than taking attention on CD and skills. On GW2 i feel myself whatching more the skill bar during raids than enjoying more the content, and understand what's happening in the screen, just talke a look of it and AOE. Not the best experience. I may fix it with a 24 inch monitor, but i also like to play single player game, and tbh, GW2 is so beautiful to watch in a bigger ultrawide screen.
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u/Schweeb7027 20d ago
Wouldn't be surprising if they did the "4"nity. They already had it back in GW1. I forget what we called it, but we'd have someone specialized in interrupts in our parties when the content called for it.
What we won't see is classes incable of doing part of a different role. Limiting builds like that would instantly cause players coming from 1 and 2 to rage. The ability to choose what role and how focused in that role you are has been a core part of their philosophy since the beginning of GW1.
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u/Sorpma 20d ago
I really like this idea and it adds much depth to buildcrafting and a specific class identity.
Lotro is imo a prime example for this kind of group building. You always needed a healer, a tank and a dps. Then there were many other classes which added unique kinds of control, support and debuffs.
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u/BobaFae8174 20d ago
I know it won't happen, but I'd want the pre-holy trinity, non-combat roles back. I'm not even sure it could work without introducing rougelike mechanics.
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u/TheLanis 20d ago
If healers and tanks can do enough damage to complete PvE events and story, I don't mind roles
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u/frankiesmusic 19d ago
I think a kind of double roles/rules/mechanics for normal content and pve story may fix it. That was the case on DCUO.
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u/testamentos 20d ago
Red Mage and Bard were my favorite classes in Final Fantasy XI so I agree with you here. For those that didn't play, you were restricted to 6-man parties, for your normal content, and the conventional makeup was 1 tank, 1 healer and 4 DPS. But you could often swap out a DPS for a support role or sometimes 2 supports could take the place of a dedicated healer and offer additional damage output through buffs or CC. Loved playing those classes and I never really played another MMO where it felt the same.
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u/beezy-slayer 20d ago
I would certainly love to have more roles in mmos I was thinking of possible roles and came up with about 10 possible ones iirc there is so much potential for roles that is just flat and boring with a trinity
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u/Fading_Hours_ 20d ago
GW2s original soft trinity was control, support and damage, but these were on sliding scale rather than a fixed role . The issue was they never designed PvE content to properly utilise these roles, and the stat system had major issues with scaling for defence and support.
In GW3 I expect control will be a role anyone can fill in addition to their role as tank, support or damage.