Oh so many things that can be learnt from GW2, the good and the bad... I left GW2 after the patch that fixed fractal Jademaw, I was at lvl 62 on Fractal with 3 different chars, have I known it would get fixed I'd push to 80 on one of them... Anyways, was too heart broken over that so I went to other games. The point is, doing lvl 40+ fractals with 10 and 15 AR was one of the most fun things I've done in a while, the split second decision making was really, really fun. I hope W* combat has that too. After I left GW2, I kept missing its combat; other action MMOs (Tera for example) seems to promise something similar but the animation rooting really breaks up the decisions into chunks of time instead of a continuous stream, and it shows in difficult encounters. Also, some classes in GW2 have combat mechanisms that can really differentiate a good player from an average one: mesmer for example, a good one does a TON of damage through optimal phantasm and shatter setup, a bad one can do next to no damage in similar gears. And in order to do that optimal damage, one has to plan phantasm and clone setup almost one minute into the future, swapping weapons and managing CDs religiously, and be ready to adjust all actions on the fly (because clones and phantasms die and plans need to be adjusted); that mechanism made every single fight a very different fight, even if all the skills stay the same. So, learn from the good that is GW2 combat! Now the bad, oh the bad --- Not only is there very limited End Game in GW2, the decision to block access to later parts of fractal means that they're actually trying to block players from seeking further challenge. I certainly was very, very disappointed. The thing is, most people probably won't mind either way, and having that option open would make a lot of challenge seekers happy, so why block it? Fortunately, since W* has been very vocal about the Elder Games, and they kept saying that they wanted to give players challenges, I have my finger crossed that the same thing won't happen here. And actually, talking about group dynamics, I think there WERE possibilities in GW2 --- But they largely neglected it by not designing encounters hard enough to require such cooperation. For example, thief blast finisher, stealth rez as well as mobility has rarely been used to its max potential, because other than later fractals they were simply not needed. In terms of trinity, at the early stage of the game there was a lot of promise of Guardians "tanking" through blind + aegis + movement control, and water/arcane elementalists healing through water fields + evasive arcana. But guess what? They nerfed both, perhaps for the sake of "not having a trinity", which is mind boggling --- if it's interesting game play, why does it matter if it's a trinity or not? I miss the days when the group can immediately see whether if the elementalist is good or not in the first fight by how he handles healing/buffing and doing damage in optimal setup. But in the end instead of encouraging these power plays, GW2 decided to nerf everyone into mediocrity. It's another lesson that can be learnt by W*: having design philosophy is wonderful and needed in many cases, but if something different but interesting blooms into existence, please allow it to fruit! On the note of tanking though, I'm not certain about this, but just a thought: perhaps allowing a certain degree of randomness in aggro would be something good. If all an esper ever does is stand at distance casting heals and only watch out for things on the ground, it wouldn't be as fun as say, if the boss would from time to time target the esper such that he would need to quickly make some survival decisions. I arrived at this thought from comparing GW2 to Tera group combat --- Being a water elementalist (before EA was nerfed) was a lot more fun than being a priest simply because of the intensity of the combat. I wasn't only supposed to heal heal heal, but I actually needed to plan things out and squeeze out the time to perform my healing combo on others in between aoe and boss chasing me.