Quote Originally Posted by Rekh View Post
Objectively, job design got better in dawntrail, so I give square enix a lot of credit for that. Specially with the new jobs, Pictomancer's the most fun I've had in terms of job design probably ever.

The issue is still the roles design, every tank's essentially the same job; same with healer.

The trash pull to walls are unfortunately still there, there's a few dungeons that choose a different way of designing the dungeon like the level 91 dungeon, but the others continue the same old pattern of 2 trash mobs between 3 bosses. You can't be doing this same design forever, you need to shake things up.

Meanwhile in Guild wars 2 every "job" is getting a spear weapon in their upcoming expansion in august and they all play differently. Same with their battle content encounters; every piece of content is thematically designed to be unique in terms of what you do in those encounters and how enemies approach the encounter against you.

The level 91 dungeon is a ray of hope, it's what square enix is capable of when they don't copy paste game design. Hopefully there's more of that in the future.
Weapon design in GW2 is very hit or miss, and a lot of the Secrets of the Obscure weapons were complete misses, niche, or pretty boring near-copies of existing things(I main engi, so that's the kind I got). What I've read says that spears are generally better but rely very heavily on the assumption you have Quickness to increase animation speed.