MASSIVE WALL OF TEXT INCOMING. READ IF YOU DARE.
Alright, so I realize before typing this whole thing out that it probably won’t garner the attention it’d need to actually have some of these ideas implemented, but I’m going to say it all anyway just because I can.
So. PvE. It should be needs to be reworked. It should really be plain to see that when dungeon parties are dominated by warriors, guardians, and mesmers that there need to be methods put into place in order to make other classes more viable. I’m gonna try and be somewhat brief, but I have a lot to say so I’ll probably end up writing quite a wall. I’ll try and break it down into sections so people can just read the parts that they’re interested in. And please, DON’T comment on something if you haven’t read everything I’ve written about it.
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1. Split PvE and PvP mechanics.
This is really a no-brainer, and it needs to be the top priority. There’s absolutely no reason to keep things static between PvE and PvP when the meta-game for each is the complete opposite of the other. You simply cannot have balance in both unless you treat them as separate entities. It’s already been done with Save Yourselves and boon duration runes, so why can’t it be implemented for other skills, items, stats, boons/conditions, etc.?
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2. Put the Living Story on hold.
I’m gonna be brutally honest here: The vast majority of the Living Story content so far has been very boring and contrived. Lost Shores was a disaster; Flame and Frost was mostly bland (with the exception of the Molten Facilty, but I’ll get to that later), and dragging us back to Southsun Cove ended up not being worth the effort. This is compounded by the fact that the parts that did work (IMO namely SAB and the Molten Facility) are now gone forever due to some strange thinking that removing fun content is a good idea. The fact of the matter is that there are far too many people that are doing the missions on a one-and-done basis, and then going back to the rest of the content that’s been there since release. Meanwhile there are some rather large problems with the core game that have been seemingly overlooked by some bad prioritizing within Anet’s crew. To put it short and simple: Balancing and bug fixes need to come first, and added content should only come once the existing content is properly optimized.
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3. Add some incentive for end-game open world play.
As it stands right now, the only times I see high level players consistently doing open world content are at world bosses. There’s the occasional dungeon event chain or orrian temple chain that gets done, but even those for the most part are overlooked on many servers due to the simple ability to guest to a server that has already completed it in order to access the dungeon or merchant. Now, I understand that this sort of thing might be a little difficult to pull off, but surely there’s some way to motivate players to do them, right? Perhaps some sort of unique items acquired by actually doing the events, instead of just a merchant that sells them?
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