There's a new post from Arenanet designer Jon Peters about the Combat system
in GW2. The part that interests me most is the change in MP philosophy:
We’ve said this a few times in a few places but I can’t reiterate it enough: We built this game so that the professions act as play styles, not as roles. Each profession can support, control, and do damage. We believe that this creates more dynamic combat and more distinct professions because there are more play styles than roles.
One of the best ways to explain this is with an analogy. In a first person shooter there can be a variety of weapons, from sniper rifles to rocket launchers to machine guns and shotguns. No one looks at these weapons and says, “They’re all the same, they all just do DPS.” Why should an MMO be any different?
That is why we want to eliminate things that we felt were burdens on the game such as:
Anyway, I hope this gives everyone a little bit of insight into the combat of Guild Wars 2, the removal of the Holy Trinity, and profession roles.
- Group LF Healer/Tank…
- Party wipes when you lose the wrong person.
- Watching the interface instead of the world.
- Playing with people because you have to, not because you want to.
- Being stuck in the same combat patterns over and over again.
The idea of fixed roles is why I've had terrible trouble doing MP in GW: I tried going in to a battle as a Healer, but before that I did much more single player mode in GW as a Healer who got stuck in. No-one ever explained to me that a Healer is supposed to sit back and watch everyone else