The one greatest flaw with GW2, is that it doesn’t support a sufficient number of different play styles, or gaming archetypes. This condemns the game to being a niche game with a much smaller market than it would have otherwise. People are different, and if you only support the tastes of a certain minority, then the rest find little reason to play.
Take myself as an example. In every game I ever played before GW2, my main was a healer archetype. I always played this healer in a very aggressive way, and my play style was centered on giving flexible support to team players – damage, control, and a little healing, in that order.
I prefer to play that way, because that’s the kind of person I am; this archetype appeals to me the most.
Unfortunately, such a class does not exist in GW2. Someone who didn’t like the healer archetype decided that it didn’t belong in the game. Which is of course a case of not seeing the bigger picture. There are gaming archetypes I don’t like too, I’d for instance never play the thief archetype – I find it boring to play, and mostly annoying to face. If I were to design a game with only my own personal satisfaction in mind, the thief would go bye-bye in a heartbeat!
But the thing is, I wouldn’t design a game to only suit ME, because that would not make for a very good game! It is a good thing to have those pesky thieves around (even though I personally hate them), because having a full compliment of gaming archetypes gives the game variety and the fights dynamism.
And different gaming archetypes are supposed to be different, not shoehorned into the same shape, as is the case with GW2. Here every class is much more similar than they are different, because the overarching design idea of having abilities tied to weapons forced it.
That was a mistake. Don’t get me wrong, many things were done right in GW2, but the mistakes must be acknowledged too. It wasn’t a mistake to tie abilities to weapons because I personally don’t like the clunky play style of switching out ability sets, it was a mistake because it forces the same clunky play style on everyone and makes the archetypes less distinctive, which lessens the appeal of the game to a lot of people.
I tell you guys this, because you’ll only end up with a little group of happy fans who praise the single play style you offer, and those who don’t find what they seek in the game are more likely to just go away, than to offer constructive feedback.
How could you fix this, without making it into GW3?
It’s going to be tough, because you have kind of painted yourselves into a corner here. As long as you stick to the idea of tying abilities to weapons for everyone, and of having no resources to manage, relying on a combination of a limited number of active abilities and looong cooldowns to throttle player output, your hands are tied. There is just not enough flexibility in the current design for a meaningful improvement.
Thus, the design must change. You must step outside of the boundaries imposed by the current system, allowing the classes to grow in different directions, letting them blossom into different archetypes over time.
A few specific things you should work towards:
1. There should exist a class that can heal and cleanse others.
2. Some classes should be throttled by different kinds of resource management.
3. Some classes should have all abilities available and not need to switch between sets.
Be creative with it, but do improve the variety of play styles offered by the game! I personally only play GW2 very sporadically, because my “Main” in GW2 has about as much emotional appeal to me as a third alt would in any other game. It goes without saying I’m not using the gem shop or buying expansions until that situation improves!