Today we're pleased to bring you the first part of our exclusive Guild Wars 2 interview series on the state of the game as ArenaNet prepares for launch, and for the upcoming beta weekend later this month. This week we have a great two part interview with Jon Peters on the trait system and profession balancing.

Lewis B: There were originally all manner of suggestions that traits would bring about a “soft trinity” with several proposed builds suggesting primarily healer elementalists or healer guardians. Though sound in theory, and whilst more support builds are possible, I found that the games mechanics and playstyle still override any such builds (you can’t just sit and heal others, for example). What are your opinions on these builds and their wider impact on Guild Wars 2? Do you think people, now that they’ve got their hands on it, haven’t necessarily gravitated toward such heavily focused builds?

Jon: I don’t think this system is ever going to allow a full-on “soft trinity” because we made a number of decisions that directly counter it—from the small set of boons and conditions to everyone having a self heal. That being said, the point of the builds is to help define areas where your character can feel they have a sense of specialization, which I do believe is accomplished within the limits of the system.

There is a massive difference between the Bull’s Charge, Frenzy, Hundred Blades warrior we saw a lot of people using this last beta weekend and a Tactics warrior with healing shouts; however, we still build a system where the purity of purpose in professions lies more in their playstyle than in their roles.

Head over to your source for all things GW2, GuildWars2Hub.com, to continue reading the first of an exclusive two part interview with Jon Peters: Profession and Traits Interview with Jon Peters.



To read the latest guides, news, and features you can visit our Guild Wars 2 Game Page.

Last Updated: Mar 29, 2016

About The Author

Reuben "Sardu" Waters has been writing professionally about the MMOG industry for eight years, and is the current Editor-in-Chief and Director of Development for Ten Ton Hammer.

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