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Please stay with me for a second and read my opinion before ranting solely because of the title.
First a quick history of what I played in the past. I was playing Holy Priest for most of my 'hardcore' raiding career in WoW from Vanilla till Lich King, later causally pugged as Paladin Tank for Cataclysm. I played Warrior Priest and Zelot on the Warhammer Online battlefields and cleared dungeons as Mitra Priest and later Guardian in Age of Conan. Lately I came to play The Secret World and mainly tanked during my dungeon runs, while occasionally going DPS.
Now Guild Wars 2 is my first MMO not using the Tank/Healer/DPS split as basis for it's dungeon play and honestly I am having a hard time getting used to it. Maybe that’s the wrong term, having a hard time liking or appreciating the benefits is more accurate. As others have stated in other threats, a lack of trinity does not mean you can randomly throw together any 5 players without taking their build into consideration and have a chance on success. Big problem here, most players don't seem to be aware of this, with the result that dungeon runs in pick-up groups tend to be very chaotic and unorganized
The trinity, gave players a baseline tactic to approach every situation, the players of each role knew what their job was upon entering the dungeon, send the tank to catch the mobs, make sure no one dies, kill everything, simple but yet you could build tons of fun encounters around that baseline. Now people don’t have an initial understanding what they are supposed to do. Everybody seems to fight for himself and only looks out for other to raise them up after they have been downed. Mob Aggro, while following some rules, seems to be a bit of a mystery and it doesn’t really let you prepare your skill deck before an encounter, since it is making a huge difference if all the adds and the boss are chasing you, or someone else (aggro depending on player health is a very very annoying mechanic).
There are other things to be found in the dungeons that I would consider problematic from a design perspective, trash heavy, long walks after wipes, graveyard zerging, very high health-pools for bosses and trash and barely telegraphed one-shot mechanics are the most obvious. I love the game, I love exploring, doing events and the WvW, but the dungeons so far have been more frustrating than anything else. I am not saying they are to hard, the difficulty is okay for the most part, but the gameplay is hectic and random, that makes it frustrating on failure, since it is very hard to analyse what went wrong and how to do better.
This lead to a series of questions that I answered myself:
Does the lack of trinity make looking for groups easier? - YES, definitely
Did I have more or less fun playing GW 5 man dungeons than 5 man dungeons in games with a trinity model? - LESS FUN, this is an subjective statement.
Am I having less fun because there is no trinity? - TO A LARGE DEGREE YES, the trinity enforced collaboration, while without, it is more everyone for himself, which goes against the idea of an team effort required to overcome a dungeon challenge.
Will it be more fun in a fixed group? - MOST LIKELY, my experience is based on PUG's, I am perfectly aware that a well build team will have an completely different experience.
What’s your take on this, do you miss the trinity in the 5 player dungeons of Guild Wars 2?